add opengl 2.1 support, update imgui, update premake script
This commit is contained in:
48
external/imgui/imconfig.h
vendored
48
external/imgui/imconfig.h
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@ -1,7 +1,10 @@
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//-----------------------------------------------------------------------------
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// USER IMPLEMENTATION
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// This file contains compile-time options for ImGui.
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// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Most options (memory allocation, clipboard callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
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// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
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// Note that options such as IMGUI_API, IM_VEC2_CLASS_EXTRA or ImDrawIdx needs to be defined consistently everywhere you include imgui.h, not only for the imgui*.cpp compilation units.
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//-----------------------------------------------------------------------------
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#pragma once
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@ -13,23 +16,31 @@
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Include imgui_user.h at the end of imgui.h
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
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//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
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//#define IMGUI_DISABLE_TEST_WINDOWS
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//---- Don't define obsolete functions names
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//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce likelihood of using already obsolete function/names
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Implement STB libraries in a namespace to avoid conflicts
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//---- Don't implement default handlers for Windows (so as not to link with certain functions)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // Don't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // Don't use and link with ImmGetContext/ImmSetCompositionWindow.
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//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
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//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Implement STB libraries in a namespace to avoid linkage conflicts (defaults to global namespace)
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//#define IMGUI_STB_NAMESPACE ImGuiStb
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//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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@ -40,12 +51,13 @@
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Use 32-bit vertex indices (instead of default 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
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//#define ImDrawIdx unsigned int
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
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/*
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namespace ImGui
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{
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void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);
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void MyFunction(const char* name, const MyMatrix44& v);
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}
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*/
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9723
external/imgui/imgui.cpp
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9723
external/imgui/imgui.cpp
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Load Diff
1410
external/imgui/imgui.h
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1410
external/imgui/imgui.h
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Load Diff
3154
external/imgui/imgui_demo.cpp
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3154
external/imgui/imgui_demo.cpp
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Load Diff
1315
external/imgui/imgui_draw.cpp
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1315
external/imgui/imgui_draw.cpp
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Load Diff
354
external/imgui/imgui_impl_glfw_gl2.cpp
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354
external/imgui/imgui_impl_glfw_gl2.cpp
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@ -0,0 +1,354 @@
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// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the opengl3_example/ folder**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
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// 2017-09-01: OpenGL: Save and restore current polygon mode.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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#include "imgui.h"
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#include "imgui_impl_glfw_gl2.h"
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#include <GLFW/glfw3native.h>
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#endif
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// GLFW data
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static GLFWwindow* g_Window = NULL;
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static double g_Time = 0.0f;
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static bool g_MouseJustPressed[3] = { false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
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// OpenGL data
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static GLuint g_FontTexture = 0;
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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}
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static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
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{
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
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{
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if (action == GLFW_PRESS && button >= 0 && button < 3)
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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(void)mods; // Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000)
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io.AddInputCharacter((unsigned short)c);
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}
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bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (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.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
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{
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if (g_FontTexture)
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{
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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}
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bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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{
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g_Window = window;
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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|
||||
io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
|
||||
io.ClipboardUserData = g_Window;
|
||||
#ifdef _WIN32
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
// Load cursors
|
||||
// FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL2_Shutdown()
|
||||
{
|
||||
// Destroy GLFW mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
||||
|
||||
// Destroy OpenGL objects
|
||||
ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL2_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplGlfwGL2_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
||||
{
|
||||
if (io.WantMoveMouse)
|
||||
{
|
||||
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
||||
}
|
||||
else
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
||||
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
||||
ImGui::NewFrame();
|
||||
}
|
32
external/imgui/imgui_impl_glfw_gl2.h
vendored
Normal file
32
external/imgui/imgui_impl_glfw_gl2.h
vendored
Normal file
@ -0,0 +1,32 @@
|
||||
// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the opengl3_example/ folder**
|
||||
// See imgui_impl_glfw.cpp for details.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
|
||||
|
||||
// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
|
||||
// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
|
||||
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
296
external/imgui/imgui_impl_glfw_gl3.cpp
vendored
296
external/imgui/imgui_impl_glfw_gl3.cpp
vendored
@ -1,44 +1,73 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#if defined(__APPLE_CC__)
|
||||
#include <OpenGL/gl3.h>
|
||||
#else
|
||||
#include <glad/glad.h>
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_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.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
||||
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||
// 2018-01-25: Inputs: Honoring the io.WantMoveMouse 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.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include <imgui/imgui.h>
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw_gl3.h"
|
||||
|
||||
#include <glfw/glfw3.h>
|
||||
// GLAD
|
||||
#include <glad_4/glad.h>
|
||||
|
||||
#if defined ( _WIN32 )
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#include <glfw/glfw3native.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
// GLFW data
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static bool g_MouseJustPressed[3] = { false, false, false };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
|
||||
// OpenGL3 data
|
||||
static char g_GlslVersion[32] = "#version 150";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
// If text or lines are blurry when integrating ImGui in your engine:
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -49,30 +78,36 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
|
||||
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
||||
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
||||
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
@ -86,21 +121,36 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindSampler(0, 0); // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
glBindVertexArray(vao_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
// Draw
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
@ -114,45 +164,51 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindSampler(0, last_sampler);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFunc(last_blend_src, last_blend_dst);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
|
||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString(g_Window);
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
|
||||
static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||
{
|
||||
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
||||
g_MousePressed[button] = true;
|
||||
g_MouseJustPressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
|
||||
{
|
||||
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
io.MouseWheel += (float)yoffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
@ -167,7 +223,7 @@ void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mo
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
@ -180,7 +236,7 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (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
|
||||
GLint last_texture;
|
||||
@ -189,6 +245,7 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
@ -208,8 +265,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
|
||||
const GLchar *vertex_shader =
|
||||
"#version 400\n"
|
||||
const GLchar* vertex_shader =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
@ -224,7 +280,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader =
|
||||
"#version 400\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
@ -234,11 +289,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
||||
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
glCompileShader(g_FragHandle);
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
@ -254,19 +312,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||
#undef OFFSETOF
|
||||
|
||||
ImGui_ImplGlfwGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
@ -279,20 +324,19 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
|
||||
g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
glDeleteShader(g_VertHandle);
|
||||
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
glDeleteShader(g_FragHandle);
|
||||
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
if (g_FragHandle) glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
glDeleteProgram(g_ShaderHandle);
|
||||
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
if (g_FontTexture)
|
||||
@ -303,12 +347,28 @@ void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
// Store GL version string so we can refer to it later in case we recreate shaders.
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 150";
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
|
||||
strcpy(g_GlslVersion, glsl_version);
|
||||
strcat(g_GlslVersion, "\n");
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
@ -317,8 +377,10 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
@ -328,28 +390,38 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
||||
io.ClipboardUserData = g_Window;
|
||||
#ifdef _WIN32
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
// Load cursors
|
||||
// FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
|
||||
}
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_Shutdown()
|
||||
{
|
||||
// Destroy GLFW mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
||||
|
||||
// Destroy OpenGL objects
|
||||
ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_NewFrame()
|
||||
@ -376,27 +448,71 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
if (io.WantMoveMouse)
|
||||
{
|
||||
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
||||
}
|
||||
else
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
g_MousePressed[i] = false;
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
||||
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
// Gamepad navigation mapping [BETA]
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
|
||||
{
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
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);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
// Start the frame
|
||||
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
18
external/imgui/imgui_impl_glfw_gl3.h
vendored
18
external/imgui/imgui_impl_glfw_gl3.h
vendored
@ -1,5 +1,10 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
@ -8,9 +13,10 @@
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
||||
@ -19,7 +25,7 @@ IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// Provided here if you want to chain callbacks.
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
|
889
external/imgui/imgui_internal.h
vendored
889
external/imgui/imgui_internal.h
vendored
File diff suppressed because it is too large
Load Diff
112
external/imgui/stb_rect_pack.h
vendored
112
external/imgui/stb_rect_pack.h
vendored
@ -1,4 +1,4 @@
|
||||
// stb_rect_pack.h - v0.08 - public domain - rectangle packing
|
||||
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
@ -27,11 +27,16 @@
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
@ -41,9 +46,7 @@
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// This software is in the public domain. Where that dedication is not
|
||||
// recognized, you are granted a perpetual, irrevocable license to copy,
|
||||
// distribute, and modify this file as you see fit.
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@ -75,7 +78,7 @@ typedef int stbrp_coord;
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
@ -96,6 +99,9 @@ STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
@ -198,6 +204,14 @@ struct stbrp_context
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
@ -268,12 +282,14 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
//(void)c;
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
@ -478,17 +494,14 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
stbrp_node *L1 = NULL, *L2 = NULL;
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
L1 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
L2 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
@ -499,10 +512,10 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
|
||||
return res;
|
||||
}
|
||||
|
||||
static int rect_height_compare(const void *a, const void *b)
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
@ -510,21 +523,10 @@ static int rect_height_compare(const void *a, const void *b)
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int rect_width_compare(const void *a, const void *b)
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
if (p->w > q->w)
|
||||
return -1;
|
||||
if (p->w < q->w)
|
||||
return 1;
|
||||
return (p->h > q->h) ? -1 : (p->h < q->h);
|
||||
}
|
||||
|
||||
static int rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
@ -534,9 +536,9 @@ static int rect_original_order(const void *a, const void *b)
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i;
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
@ -566,8 +568,56 @@ STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int n
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags
|
||||
for (i=0; i < num_rects; ++i)
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
|
87
external/imgui/stb_textedit.h
vendored
87
external/imgui/stb_textedit.h
vendored
@ -1,8 +1,10 @@
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.8
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.9. Those changes would need to be pushed into nothings/sb
|
||||
// [ImGui] - fixed linestart handler when over last character of multi-line buffer + simplified existing code (#588, #815)
|
||||
// [ImGui] - fixed a state corruption/crash bug in stb_text_redo and stb_textedit_discard_redo (#715)
|
||||
// [ImGui] - fixed a crash bug in stb_textedit_discard_redo (#681)
|
||||
// [ImGui] - fixed some minor warnings
|
||||
// [ImGui] - added STB_TEXTEDIT_MOVEWORDLEFT/STB_TEXTEDIT_MOVEWORDRIGHT custom handler (#473)
|
||||
|
||||
// stb_textedit.h - v1.8 - public domain - Sean Barrett
|
||||
// stb_textedit.h - v1.9 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
//
|
||||
// This C header file implements the guts of a multi-line text-editing
|
||||
@ -35,6 +37,7 @@
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.9 (2016-08-27) customizable move-by-word
|
||||
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
|
||||
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
|
||||
// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
|
||||
@ -423,10 +426,9 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
|
||||
// check if it's before the end of the line
|
||||
if (x < r.x1) {
|
||||
// search characters in row for one that straddles 'x'
|
||||
k = i;
|
||||
prev_x = r.x0;
|
||||
for (i=0; i < r.num_chars; ++i) {
|
||||
float w = STB_TEXTEDIT_GETWIDTH(str, k, i);
|
||||
for (k=0; k < r.num_chars; ++k) {
|
||||
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
|
||||
if (x < prev_x+w) {
|
||||
if (x < prev_x+w/2)
|
||||
return k+i;
|
||||
@ -616,15 +618,16 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_IS_SPACE
|
||||
static int is_word_boundary( STB_TEXTEDIT_STRING *_str, int _idx )
|
||||
static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
|
||||
{
|
||||
return _idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str,_idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str, _idx) ) ) : 1;
|
||||
return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
|
||||
}
|
||||
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDLEFT
|
||||
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, int c )
|
||||
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
|
||||
{
|
||||
while( c >= 0 && !is_word_boundary( _str, c ) )
|
||||
--c; // always move at least one character
|
||||
while( c >= 0 && !is_word_boundary( str, c ) )
|
||||
--c;
|
||||
|
||||
if( c < 0 )
|
||||
@ -636,10 +639,11 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, int c
|
||||
#endif
|
||||
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
|
||||
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, int c )
|
||||
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
|
||||
{
|
||||
const int len = STB_TEXTEDIT_STRINGLEN(_str);
|
||||
while( c < len && !is_word_boundary( _str, c ) )
|
||||
const int len = STB_TEXTEDIT_STRINGLEN(str);
|
||||
++c; // always move at least one character
|
||||
while( c < len && !is_word_boundary( str, c ) )
|
||||
++c;
|
||||
|
||||
if( c > len )
|
||||
@ -776,7 +780,7 @@ retry:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_first(state);
|
||||
else {
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
|
||||
stb_textedit_clamp( str, state );
|
||||
}
|
||||
break;
|
||||
@ -785,7 +789,7 @@ retry:
|
||||
if( !STB_TEXT_HAS_SELECTION( state ) )
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
|
||||
state->select_end = state->cursor;
|
||||
|
||||
stb_textedit_clamp( str, state );
|
||||
@ -797,7 +801,7 @@ retry:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else {
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
|
||||
stb_textedit_clamp( str, state );
|
||||
}
|
||||
break;
|
||||
@ -806,7 +810,7 @@ retry:
|
||||
if( !STB_TEXT_HAS_SELECTION( state ) )
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
|
||||
state->select_end = state->cursor;
|
||||
|
||||
stb_textedit_clamp( str, state );
|
||||
@ -989,58 +993,58 @@ retry:
|
||||
#ifdef STB_TEXTEDIT_K_LINESTART2
|
||||
case STB_TEXTEDIT_K_LINESTART2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINESTART: {
|
||||
StbFindState find;
|
||||
case STB_TEXTEDIT_K_LINESTART:
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_move_to_first(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
state->cursor = find.first_char;
|
||||
if (state->single_line)
|
||||
state->cursor = 0;
|
||||
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
|
||||
--state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINEEND2
|
||||
case STB_TEXTEDIT_K_LINEEND2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINEEND: {
|
||||
StbFindState find;
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_move_to_first(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
if (state->single_line)
|
||||
state->cursor = n;
|
||||
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
|
||||
++state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
state->cursor = find.first_char + find.length;
|
||||
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
|
||||
--state->cursor;
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINESTART2
|
||||
case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
state->cursor = state->select_end = find.first_char;
|
||||
if (state->single_line)
|
||||
state->cursor = 0;
|
||||
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
|
||||
--state->cursor;
|
||||
state->select_end = state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINEEND2
|
||||
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
state->has_preferred_x = 0;
|
||||
state->cursor = find.first_char + find.length;
|
||||
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
|
||||
--state->cursor;
|
||||
if (state->single_line)
|
||||
state->cursor = n;
|
||||
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
|
||||
++state->cursor;
|
||||
state->select_end = state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -1095,13 +1099,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
int n = state->undo_rec[k].insert_length, i;
|
||||
// delete n characters from all other records
|
||||
state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
|
||||
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
for (i=state->redo_point; i < k; ++i)
|
||||
if (state->undo_rec[i].char_storage >= 0)
|
||||
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
|
||||
}
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point, state->undo_rec + state->redo_point-1, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
++state->redo_point;
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1259,6 +1263,7 @@ static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
if (r.insert_length) {
|
||||
// easy case: need to insert n characters
|
||||
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
|
||||
s->redo_char_point += r.insert_length;
|
||||
}
|
||||
|
||||
state->cursor = r.where + r.insert_length;
|
||||
|
1811
external/imgui/stb_truetype.h
vendored
1811
external/imgui/stb_truetype.h
vendored
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user