diff options
| author | Nic Gaffney <gaffney_nic@protonmail.com> | 2024-06-12 21:15:52 -0500 |
|---|---|---|
| committer | Nic Gaffney <gaffney_nic@protonmail.com> | 2024-06-12 21:15:52 -0500 |
| commit | 963fae202108acd0498349e872e4811fa6c6aba0 (patch) | |
| tree | 1a7d5b6ee837700819d8f6f5a2484342a0ab6ec1 /vendor/zgui/libs/imgui/backends | |
| parent | 6084001df845815efd9c0eb712acf4fd9311ce36 (diff) | |
| download | particle-sim-963fae202108acd0498349e872e4811fa6c6aba0.tar.gz | |
Added imgui for configuration
Diffstat (limited to 'vendor/zgui/libs/imgui/backends')
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp | 1098 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h | 50 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp | 1406 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_glfw.h | 63 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.cpp | 960 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h | 69 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp | 833 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.h | 51 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_win32.cpp | 1360 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/imgui_impl_win32.h | 53 | ||||
| -rw-r--r-- | vendor/zgui/libs/imgui/backends/opengl-decls.h | 320 |
11 files changed, 6263 insertions, 0 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp new file mode 100644 index 0000000..86cb043 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp @@ -0,0 +1,1098 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. + +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx12.h" + +// DirectX +#include <d3d12.h> +#include <dxgi1_4.h> +#include <d3dcompiler.h> +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + ID3D12Fence* Fence; + UINT64 FenceSignaledValue; + HANDLE FenceEvent; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; + FenceSignaledValue = 0; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = UINT_MAX; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; + } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + +// Forward Declarations +static void ImGui_ImplDX12_InitPlatformInterface(); +static void ImGui_ImplDX12_ShutdownPlatformInterface(); + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); +} + +template<typename T> +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + +// Render function +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + SafeRelease(fr->VertexBuffer); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + SafeRelease(fr->IndexBuffer); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = nullptr; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != nullptr); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = nullptr; + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; + } + + // Store our identifier + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) + // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. + // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) + // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (bd->pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == nullptr) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) + break; + + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == nullptr) + return false; + } + +// fix(zig-gamedev): TODO workaround from https://github.com/ocornut/imgui/pull/4604/files +#ifdef __MINGW32__ + PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE D3D12SerializeVersionedRootSignatureFn = + (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeVersionedRootSignature"); + if (D3D12SerializeVersionedRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + D3D12_VERSIONED_ROOT_SIGNATURE_DESC versioned_desc = {.Version = D3D_ROOT_SIGNATURE_VERSION_1_0, .Desc_1_0 = desc}; + if (D3D12SerializeVersionedRootSignatureFn(&versioned_desc, &blob, nullptr) != S_OK) + return false; +#else + + PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; +#endif + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = bd->pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + ID3DBlob* vertexShaderBlob; + ID3DBlob* pixelShaderBlob; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) + { + vertexShaderBlob->Release(); + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + } + psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + if (result_pipeline_state != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + + ImGuiIO& io = ImGui::GetIO(); + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); + + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + + // Clean up windows and device objects + ImGui_ImplDX12_ShutdownPlatformInterface(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX12_NewFrame() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + vd->FrameIndex = UINT_MAX; + + // Create command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + HRESULT res = S_OK; + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); + IM_ASSERT(res == S_OK); + + // Create command allocator. + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create fence. + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); + IM_ASSERT(res == S_OK); + + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + + IDXGIFactory4* dxgi_factory = nullptr; + res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); + IM_ASSERT(res == S_OK); + + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + + dxgi_factory->Release(); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + HRESULT hr = S_FALSE; + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) + { + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); + } +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) + ::SwitchToThread(); +} + +void ImGui_ImplDX12_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h new file mode 100644 index 0000000..1db5d49 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.h @@ -0,0 +1,50 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// See imgui_impl_dx12.cpp file for details. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include <dxgiformat.h> // DXGI_FORMAT + +struct ID3D12Device; +struct ID3D12DescriptorHeap; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// FIX(zig-gamedev) +extern "C" { + +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); + +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp new file mode 100644 index 0000000..c859946 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.cpp @@ -0,0 +1,1406 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// Issues: +// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +// FIX(zig-gamedev): +//#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// GLFW +#define GLFW_INCLUDE_NONE +#include <GLFW/glfw3.h> + +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include <GLFW/glfw3native.h> // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#define GLFW_EXPOSE_NATIVE_COCOA +#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() +#endif + +#ifdef __EMSCRIPTEN__ +#include <emscripten.h> +#include <emscripten/html5.h> +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#else +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() +#include <math.h> + +// FIX(zig-gamedev): +extern "C" { + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +void ImGui_ImplGlfw_Shutdown(); +void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installer) +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GLFW callbacks (individual callbacks to call if you didn't install callbacks) +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +} // extern "C" + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan, +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; + bool WantUpdateMonitors; + + ImVec2 DpiScale; // fix(zig-gamedev) + +#ifdef __EMSCRIPTEN__ + const char* CanvasSelector; +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitPlatformInterface(); +static void ImGui_ImplGlfw_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} + +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); +} + +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef __EMSCRIPTEN__ + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x * bd->DpiScale.x, y * bd->DpiScale.y); // fix(zig-gamedev) + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y); // fix(zig-gamedev) + bd->LastValidMousePos = ImVec2((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y); // fix(zig-gamedev) +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; +} + +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; + + bd->DpiScale = ImVec2{ 1.0, 1.0 }; // fix(zig-gamedev) + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = bd->Window; + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +#endif + + // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)bd->Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); +#endif + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplGlfw_InitPlatformInterface(); + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplGlfw_ShutdownPlatformInterface(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#endif + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + +#ifdef __EMSCRIPTEN__ + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } + + bd->LastValidMousePos = ImVec2((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y); // fix(zig-gamedev) + io.AddMousePosEvent((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y); // fix(zig-gamedev) + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif + } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + bd->WantUpdateMonitors = false; + + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + monitor.DpiScale = x_scale; +#endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + + // fix(zig-gamedev) + bd->DpiScale.x = ceil(io.DisplayFramebufferScale.x); + bd->DpiScale.y = ceil(io.DisplayFramebufferScale.y); + + if (bd->WantUpdateMonitors) + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) + double current_time = glfwGetTime(); + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001f; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); +} +#endif + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including <vulkan.h> so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitPlatformInterface() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.h b/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.h new file mode 100644 index 0000000..14e6ee6 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_glfw.h @@ -0,0 +1,63 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// Issues: +// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct GLFWwindow; +struct GLFWmonitor; + +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// Emscripten related initialization phase methods +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector); +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..586219d --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.cpp @@ -0,0 +1,960 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl3.h" +#include <stdio.h> +#include <stdint.h> // intptr_t +#if defined(__APPLE__) +#include <TargetConditionals.h> +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include <OpenGLES/ES2/gl.h> // Use GL ES 2 +#else +#include <GLES2/gl2.h> // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include <GLES2/gl2ext.h> +#endif +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include <OpenGLES/ES3/gl.h> // Use GL ES 3 +#else +#include <GLES3/gl3.h> // Use GL ES 3 +#endif +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#include "imgui_impl_opengl3_loader.h" +#else // zig-gamedev: added gl decls +extern "C" { + #include "opengl-decls.h" +} +#endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include <stdio.h> +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL Data +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize our loader +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + if (imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; +#else + // Desktop or GLES 3 + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>" + const char* gl_version = (const char*)glGetString(GL_VERSION); + sscanf(gl_version, "%d.%d", &major, &minor); + } + bd->GlVersion = (GLuint)(major * 100 + minor * 10); +#if defined(GL_CONTEXT_PROFILE_MASK) + if (bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); + + if (!bd->ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) + bool clip_origin_lower_left = true; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); +} + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else +#endif + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); + } + } + } + + // Destroy the temporary VAO +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); +#endif + + // Restore modified GL state + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) + { + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); + glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + } + else + { + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + } +#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector<char> buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector<char> buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision highp float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h new file mode 100644 index 0000000..a99d307 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_opengl3.h @@ -0,0 +1,69 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About GLSL version: +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// FIX(zig-gamedev) +extern "C" { + // Backend API + IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); + IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); + IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); + IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + + // (Optional) Called by Init/NewFrame/Shutdown + IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); + IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); + IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); + IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +// Specific OpenGL ES versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include <TargetConditionals.h> +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#else +// Otherwise imgui_impl_opengl3_loader.h will be used. +#endif + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp new file mode 100644 index 0000000..e87c5be --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,833 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) +// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. +// 2024-01-22: Fixed pipeline layout leak. (#7245) +// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. +// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. +// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) +// 2022-11-24: Fixed validation error with default depth buffer settings. +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// FIX(zig-gamedev): +//#include "imgui_impl_wgpu.h" + +#include <limits.h> +#include <webgpu/webgpu.h> + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); +#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). + +// FIX(zig-gamedev): We removed header file and declare all our external functions here. +extern "C" { + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = -1u; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); + +} // extern "C" + +// WebGPU data +struct RenderResources +{ + WGPUTexture FontTexture = nullptr; // Font texture + WGPUTextureView FontTextureView = nullptr; // Texture view for font texture + WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct Uniforms +{ + float MVP[4][4]; + float Gamma; +}; + +struct ImGui_ImplWGPU_Data +{ + ImGui_ImplWGPU_InitInfo initInfo; + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; + + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2<f32>, + @location(1) uv: vec2<f32>, + @location(2) color: vec4<f32>, +}; + +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) color: vec4<f32>, + @location(1) uv: vec2<f32>, +}; + +struct Uniforms { + mvp: mat4x4<f32>, + gamma: f32, +}; + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; +} +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) color: vec4<f32>, + @location(1) uv: vec2<f32>, +}; + +struct Uniforms { + mvp: mat4x4<f32>, + gamma: f32, +}; + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var s: sampler; +@group(1) @binding(0) var t: texture_2d<f32>; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4<f32> { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma)); + return vec4<f32>(corrected_color, color.a); +} +)"; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUPipelineLayout& res) +{ + if (res) + wgpuPipelineLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTextureView& res) +{ + if (res) + wgpuTextureViewRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTexture& res) +{ + if (res) + wgpuTextureRelease(res); + res = nullptr; +} + +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.FontTexture); + SafeRelease(res.FontTextureView); + SafeRelease(res.Sampler); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroup); + SafeRelease(res.ImageBindGroup); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; + wgsl_desc.code = wgsl_source; + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + stage_desc.entryPoint = "main"; + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); + float gamma; + switch (bd->renderTargetFormat) + { + case WGPUTextureFormat_ASTC10x10UnormSrgb: + case WGPUTextureFormat_ASTC10x5UnormSrgb: + case WGPUTextureFormat_ASTC10x6UnormSrgb: + case WGPUTextureFormat_ASTC10x8UnormSrgb: + case WGPUTextureFormat_ASTC12x10UnormSrgb: + case WGPUTextureFormat_ASTC12x12UnormSrgb: + case WGPUTextureFormat_ASTC4x4UnormSrgb: + case WGPUTextureFormat_ASTC5x5UnormSrgb: + case WGPUTextureFormat_ASTC6x5UnormSrgb: + case WGPUTextureFormat_ASTC6x6UnormSrgb: + case WGPUTextureFormat_ASTC8x5UnormSrgb: + case WGPUTextureFormat_ASTC8x6UnormSrgb: + case WGPUTextureFormat_ASTC8x8UnormSrgb: + case WGPUTextureFormat_BC1RGBAUnormSrgb: + case WGPUTextureFormat_BC2RGBAUnormSrgb: + case WGPUTextureFormat_BC3RGBAUnormSrgb: + case WGPUTextureFormat_BC7RGBAUnormSrgb: + case WGPUTextureFormat_BGRA8UnormSrgb: + case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: + case WGPUTextureFormat_ETC2RGB8UnormSrgb: + case WGPUTextureFormat_ETC2RGBA8UnormSrgb: + case WGPUTextureFormat_RGBA8UnormSrgb: + gamma = 2.2f; + break; + default: + gamma = 1.0f; + } + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) + return; + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + nullptr, + "Dear ImGui Vertex buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + nullptr, + "Dear ImGui Index buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); + int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); + auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (bind_group) + { + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + } + else + { + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); + } + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplWGPU_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, size_pp; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); + + // Upload texture to graphics system + { + WGPUTextureDescriptor tex_desc = {}; + tex_desc.label = "Dear ImGui Font Texture"; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = width; + tex_desc.size.height = height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); + } + + // Upload texture data + { + WGPUImageCopyTexture dst_view = {}; + dst_view.texture = bd->renderResources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + } + + // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_Repeat; + sampler_desc.addressModeV = WGPUAddressMode_Repeat; + sampler_desc.addressModeW = WGPUAddressMode_Repeat; + sampler_desc.maxAnisotropy = 1; + bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBufferDescriptor ub_desc = + { + nullptr, + "Dear ImGui Uniform buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + MEMALIGN(sizeof(Uniforms), 16), + false + }; + bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return false; + if (bd->pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; + + // Bind group layouts + WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; + common_bg_layout_entries[0].binding = 0; + common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; + common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; + common_bg_layout_entries[1].binding = 1; + common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; + common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; + + WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; + image_bg_layout_entries[0].binding = 0; + image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; + image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; + image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; + + WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; + common_bg_layout_desc.entryCount = 2; + common_bg_layout_desc.entries = common_bg_layout_entries; + + WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; + image_bg_layout_desc.entryCount = 1; + image_bg_layout_desc.entries = image_bg_layout_entries; + + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); + bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); + + WGPUPipelineLayoutDescriptor layout_desc = {}; + layout_desc.bindGroupLayoutCount = 2; + layout_desc.bindGroupLayouts = bg_layouts; + graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = bd->renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = bd->depthStencilFormat; + depth_stencil_state.depthWriteEnabled = false; + depth_stencil_state.depthCompare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; + + bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateFontsTexture(); + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create resource bind group + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, + }; + + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); + bd->renderResources.ImageBindGroup = image_bind_group; + bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; + bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(graphics_pipeline_desc.layout); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return; + + SafeRelease(bd->pipelineState); + SafeRelease(bd->renderResources); + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(bd->pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_webgpu"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->initInfo = *init_info; + bd->wgpuDevice = init_info->Device; + bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); + bd->renderTargetFormat = init_info->RenderTargetFormat; + bd->depthStencilFormat = init_info->DepthStencilFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->frameIndex = UINT_MAX; + + bd->renderResources.FontTexture = nullptr; + bd->renderResources.FontTextureView = nullptr; + bd->renderResources.Sampler = nullptr; + bd->renderResources.Uniforms = nullptr; + bd->renderResources.CommonBindGroup = nullptr; + bd->renderResources.ImageBindGroups.Data.reserve(100); + bd->renderResources.ImageBindGroup = nullptr; + bd->renderResources.ImageBindGroupLayout = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; + for (int i = 0; i < bd->numFramesInFlight; i++) + { + FrameResources* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] bd->pFrameResources; + bd->pFrameResources = nullptr; + wgpuQueueRelease(bd->defaultQueue); + bd->wgpuDevice = nullptr; + bd->numFramesInFlight = 0; + bd->frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplWGPU_NewFrame() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->pipelineState) + ImGui_ImplWGPU_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.h b/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..c0c3b87 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_wgpu.h @@ -0,0 +1,51 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#include <webgpu/webgpu.h> + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = -1u; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_win32.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_win32.cpp new file mode 100644 index 0000000..3b436c9 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_win32.cpp @@ -0,0 +1,1360 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#ifndef IMGUI_DISABLE +// FIX(zig-gamedev): +// #include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include <windows.h> +#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM() +#include <tchar.h> +#include <dwmapi.h> + +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include <xinput.h> +typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// FIX(zig-gamedev): +extern "C" { + IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); + IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); + IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); + IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + + // Win32 message handler your application need to call. + // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper. + // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. + // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + + #if 0 + extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + #endif + + // DPI-related helpers (optional) + // - Use to enable DPI awareness without having to create an application manifest. + // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. + // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. + // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, + // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. + IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); + IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd + IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + + // Transparency related helpers (optional) [experimental] + // - Use to enable alpha compositing transparency with the desktop. + // - Use together with e.g. clearing your framebuffer with zero-alpha. + IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd +}; // extern "C" + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +// Forward Declarations +static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC); +static void ImGui_ImplWin32_ShutdownPlatformInterface(); +static void ImGui_ImplWin32_UpdateMonitors(); + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + bool WantUpdateMonitors; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage() +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->hWnd = (HWND)hwnd; + bd->WantUpdateMonitors = true; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc); + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWin32_ShutdownPlatformInterface(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); + + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) +#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) + +// Map VK_xxx to ImGuiKey_xxx. +static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) +{ + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == nullptr) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + break; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + break; + } + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(); + + // Obtain virtual key code + // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) + int vk = (int)wParam; + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + vk = IM_VK_KEYPAD_ENTER; + const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowEx( + vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector<wchar_t> title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + ::SetWindowTextW(vd->Hwnd, title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + return 0; + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + return MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + return HTTRANSPARENT; + break; + } + } + + return DefWindowProc(hWnd, msg, wParam, lParam); +} + +static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc) +{ + WNDCLASSEX wcex; + wcex.cbSize = sizeof(WNDCLASSEX); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = _T("ImGui Platform"); + wcex.hIconSm = nullptr; + ::RegisterClassEx(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->hWnd; +} + +static void ImGui_ImplWin32_ShutdownPlatformInterface() +{ + ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + +//--------------------------------------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_win32.h b/vendor/zgui/libs/imgui/backends/imgui_impl_win32.h new file mode 100644 index 0000000..cebe661 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/imgui_impl_win32.h @@ -0,0 +1,53 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/zgui/libs/imgui/backends/opengl-decls.h b/vendor/zgui/libs/imgui/backends/opengl-decls.h new file mode 100644 index 0000000..646bf23 --- /dev/null +++ b/vendor/zgui/libs/imgui/backends/opengl-decls.h @@ -0,0 +1,320 @@ +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include <stdint.h> +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif + +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLPOLYGONMODEPROC glPolygonMode; +GLAPI PFNGLSCISSORPROC glScissor; +GLAPI PFNGLTEXPARAMETERIPROC glTexParameteri; +GLAPI PFNGLTEXIMAGE2DPROC glTexImage2D; +GLAPI PFNGLCLEARPROC glClear; +GLAPI PFNGLCLEARCOLORPROC glClearColor; +GLAPI PFNGLDISABLEPROC glDisable; +GLAPI PFNGLENABLEPROC glEnable; +GLAPI PFNGLFLUSHPROC glFlush; +GLAPI PFNGLPIXELSTOREIPROC glPixelStorei; +GLAPI PFNGLREADPIXELSPROC glReadPixels; +GLAPI PFNGLGETERRORPROC glGetError; +GLAPI PFNGLGETINTEGERVPROC glGetIntegerv; +GLAPI PFNGLGETSTRINGPROC glGetString; +GLAPI PFNGLISENABLEDPROC glIsEnabled; +GLAPI PFNGLVIEWPORTPROC glViewport; +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +GLAPI PFNGLDRAWELEMENTSPROC glDrawElements; +GLAPI PFNGLBINDTEXTUREPROC glBindTexture; +GLAPI PFNGLDELETETEXTURESPROC glDeleteTextures; +GLAPI PFNGLGENTEXTURESPROC glGenTextures; +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glActiveTexture; +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; +GLAPI PFNGLBLENDEQUATIONPROC glBlendEquation; +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBINDBUFFERPROC glBindBuffer; +GLAPI PFNGLDELETEBUFFERSPROC glDeleteBuffers; +GLAPI PFNGLGENBUFFERSPROC glGenBuffers; +GLAPI PFNGLBUFFERDATAPROC glBufferData; +GLAPI PFNGLBUFFERSUBDATAPROC glBufferSubData; +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; +GLAPI PFNGLATTACHSHADERPROC glAttachShader; +GLAPI PFNGLCOMPILESHADERPROC glCompileShader; +GLAPI PFNGLCREATEPROGRAMPROC glCreateProgram; +GLAPI PFNGLCREATESHADERPROC glCreateShader; +GLAPI PFNGLDELETEPROGRAMPROC glDeleteProgram; +GLAPI PFNGLDELETESHADERPROC glDeleteShader; +GLAPI PFNGLDETACHSHADERPROC glDetachShader; +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; +GLAPI PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; +GLAPI PFNGLGETPROGRAMIVPROC glGetProgramiv; +GLAPI PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; +GLAPI PFNGLGETSHADERIVPROC glGetShaderiv; +GLAPI PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; +GLAPI PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; +GLAPI PFNGLGETVERTEXATTRIBIVPROC glGetVertexAttribiv; +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glGetVertexAttribPointerv; +GLAPI PFNGLISPROGRAMPROC glIsProgram; +GLAPI PFNGLLINKPROGRAMPROC glLinkProgram; +GLAPI PFNGLSHADERSOURCEPROC glShaderSource; +GLAPI PFNGLUSEPROGRAMPROC glUseProgram; +GLAPI PFNGLUNIFORM1IPROC glUniform1i; +GLAPI PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +GLAPI PFNGLGETSTRINGIPROC glGetStringi; +GLAPI PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +GLAPI PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +GLAPI PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex; +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glBindSampler; +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */
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