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authorlbavoil <[email protected]>2016-03-25 13:01:54 +0100
committerlbavoil <[email protected]>2016-03-25 13:01:54 +0100
commit99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c (patch)
treefbcd4260d6c953d569a887505336a1c3f202e10f /samples
downloadhbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz
hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip
GFSDK_HBAO+_distro_r3.0_cl20573789
Diffstat (limited to 'samples')
-rw-r--r--samples/D3D11/external/AntTweakBar/1.16/include/AntTweakBar.h386
-rw-r--r--samples/D3D11/media/directx.icobin0 -> 25214 bytes
-rw-r--r--samples/D3D11/src/BinMeshReader.h81
-rw-r--r--samples/D3D11/src/DeviceManager.cpp608
-rw-r--r--samples/D3D11/src/DeviceManager.h150
-rw-r--r--samples/D3D11/src/GPUTimers.cpp133
-rw-r--r--samples/D3D11/src/GPUTimers.h68
-rw-r--r--samples/D3D11/src/InputDumpReader.h539
-rw-r--r--samples/D3D11/src/InputDumpWriter.h265
-rw-r--r--samples/D3D11/src/SSAO11.cpp598
-rw-r--r--samples/D3D11/src/SSAO11.manifest22
-rw-r--r--samples/D3D11/src/SSAO11.rc72
-rw-r--r--samples/D3D11/src/SSAO11_2015.sln22
-rw-r--r--samples/D3D11/src/SSAO11_2015.vcxproj451
-rw-r--r--samples/D3D11/src/SSAO11_2015.vcxproj.filters25
-rw-r--r--samples/D3D11/src/SceneRTs.h196
-rw-r--r--samples/D3D11/src/SibenikIndices.binbin0 -> 939564 bytes
-rw-r--r--samples/D3D11/src/SibenikVertices.binbin0 -> 1189884 bytes
-rw-r--r--samples/D3D11/src/shaders/bin/CopyColorPS.h168
-rw-r--r--samples/D3D11/src/shaders/bin/FullScreenTriangleVS.h168
-rw-r--r--samples/D3D11/src/shaders/bin/GeometryPS.h315
-rw-r--r--samples/D3D11/src/shaders/bin/GeometryVS.h293
-rw-r--r--samples/D3D11/src/shaders/compile.bat15
-rw-r--r--samples/D3D11/src/shaders/src/Scene3D.hlsl122
-rw-r--r--samples/D3D12/external/imgui/.travis.yml17
-rw-r--r--samples/D3D12/external/imgui/README.md152
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj156
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters42
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp826
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h23
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/main.cpp225
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/Cousine-Regular.ttfbin0 -> 43912 bytes
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/DroidSans.ttfbin0 -> 190044 bytes
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/Karla-Regular.ttfbin0 -> 16848 bytes
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/ProggyClean.ttfbin0 -> 41208 bytes
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/ProggyTiny.ttfbin0 -> 35656 bytes
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/README.txt116
-rw-r--r--samples/D3D12/external/imgui/extra_fonts/binary_to_compressed_c.cpp364
-rw-r--r--samples/D3D12/external/imgui/imconfig.h56
-rw-r--r--samples/D3D12/external/imgui/imgui.cpp8920
-rw-r--r--samples/D3D12/external/imgui/imgui.h1250
-rw-r--r--samples/D3D12/external/imgui/imgui_demo.cpp2048
-rw-r--r--samples/D3D12/external/imgui/imgui_draw.cpp2108
-rw-r--r--samples/D3D12/external/imgui/imgui_internal.h664
-rw-r--r--samples/D3D12/external/imgui/stb_rect_pack.h547
-rw-r--r--samples/D3D12/external/imgui/stb_textedit.h1261
-rw-r--r--samples/D3D12/external/imgui/stb_truetype.h3221
-rw-r--r--samples/D3D12/src/BinMeshReader.h60
-rw-r--r--samples/D3D12/src/SSAO12_2015.sln28
-rw-r--r--samples/D3D12/src/SibenikIndices.binbin0 -> 939564 bytes
-rw-r--r--samples/D3D12/src/SibenikVertices.binbin0 -> 1189884 bytes
-rw-r--r--samples/D3D12/src/Viewer.cpp1216
-rw-r--r--samples/D3D12/src/Viewer.hlsl40
-rw-r--r--samples/D3D12/src/Viewer.vcxproj229
-rw-r--r--samples/D3D12/src/Viewer.vcxproj.filters57
-rw-r--r--samples/D3D12/src/WaveFrontReader.h541
-rw-r--r--samples/D3D12/src/d3dx12.h1508
-rw-r--r--samples/D3D12/src/d3dx12p.h1590
58 files changed, 31962 insertions, 0 deletions
diff --git a/samples/D3D11/external/AntTweakBar/1.16/include/AntTweakBar.h b/samples/D3D11/external/AntTweakBar/1.16/include/AntTweakBar.h
new file mode 100644
index 0000000..cc503a2
--- /dev/null
+++ b/samples/D3D11/external/AntTweakBar/1.16/include/AntTweakBar.h
@@ -0,0 +1,386 @@
+// ----------------------------------------------------------------------------
+//
+// @file AntTweakBar.h
+//
+// @brief AntTweakBar is a light and intuitive graphical user interface
+// that can be readily integrated into OpenGL and DirectX
+// applications in order to interactively tweak parameters.
+//
+// @author Philippe Decaudin
+//
+// @doc http://anttweakbar.sourceforge.net/doc
+//
+// @license This file is part of the AntTweakBar library.
+// AntTweakBar is a free software released under the zlib license.
+// For conditions of distribution and use, see License.txt
+//
+// ----------------------------------------------------------------------------
+
+
+#if !defined TW_INCLUDED
+#define TW_INCLUDED
+
+#include <stddef.h>
+
+#define TW_VERSION 116 // Version Mmm : M=Major mm=minor (e.g., 102 is version 1.02)
+
+
+#ifdef __cplusplus
+# if defined(_MSC_VER)
+# pragma warning(push)
+# pragma warning(disable: 4995 4530)
+# include <string>
+# pragma warning(pop)
+# else
+# include <string>
+# endif
+ extern "C" {
+#endif // __cplusplus
+
+
+// ----------------------------------------------------------------------------
+// OS specific definitions
+// ----------------------------------------------------------------------------
+
+#if (defined(_WIN32) || defined(_WIN64)) && !defined(TW_STATIC)
+# define TW_CALL __stdcall
+# define TW_CDECL_CALL __cdecl
+# define TW_EXPORT_API __declspec(dllexport)
+# define TW_IMPORT_API __declspec(dllimport)
+#else
+# define TW_CALL
+# define TW_CDECL_CALL
+# define TW_EXPORT_API
+# define TW_IMPORT_API
+#endif
+
+#if defined TW_EXPORTS
+# define TW_API TW_EXPORT_API
+#elif defined TW_STATIC
+# define TW_API
+# if defined(_MSC_VER) && !defined(TW_NO_LIB_PRAGMA)
+# ifdef _WIN64
+# pragma comment(lib, "AntTweakBarStatic64")
+# else
+# pragma comment(lib, "AntTweakBarStatic")
+# endif
+# endif
+#else
+# define TW_API TW_IMPORT_API
+# if defined(_MSC_VER) && !defined(TW_NO_LIB_PRAGMA)
+# ifdef _WIN64
+# pragma comment(lib, "AntTweakBar64")
+# else
+# pragma comment(lib, "AntTweakBar")
+# endif
+# endif
+#endif
+
+
+// ----------------------------------------------------------------------------
+// Bar functions and definitions
+// ----------------------------------------------------------------------------
+
+typedef struct CTwBar TwBar; // structure CTwBar is not exposed.
+
+TW_API TwBar * TW_CALL TwNewBar(const char *barName);
+TW_API int TW_CALL TwDeleteBar(TwBar *bar);
+TW_API int TW_CALL TwDeleteAllBars();
+TW_API int TW_CALL TwSetTopBar(const TwBar *bar);
+TW_API TwBar * TW_CALL TwGetTopBar();
+TW_API int TW_CALL TwSetBottomBar(const TwBar *bar);
+TW_API TwBar * TW_CALL TwGetBottomBar();
+TW_API const char * TW_CALL TwGetBarName(const TwBar *bar);
+TW_API int TW_CALL TwGetBarCount();
+TW_API TwBar * TW_CALL TwGetBarByIndex(int barIndex);
+TW_API TwBar * TW_CALL TwGetBarByName(const char *barName);
+TW_API int TW_CALL TwRefreshBar(TwBar *bar);
+
+// ----------------------------------------------------------------------------
+// Var functions and definitions
+// ----------------------------------------------------------------------------
+
+typedef enum ETwType
+{
+ TW_TYPE_UNDEF = 0,
+#ifdef __cplusplus
+ TW_TYPE_BOOLCPP = 1,
+#endif // __cplusplus
+ TW_TYPE_BOOL8 = 2,
+ TW_TYPE_BOOL16,
+ TW_TYPE_BOOL32,
+ TW_TYPE_CHAR,
+ TW_TYPE_INT8,
+ TW_TYPE_UINT8,
+ TW_TYPE_INT16,
+ TW_TYPE_UINT16,
+ TW_TYPE_INT32,
+ TW_TYPE_UINT32,
+ TW_TYPE_FLOAT,
+ TW_TYPE_DOUBLE,
+ TW_TYPE_COLOR32, // 32 bits color. Order is RGBA if API is OpenGL or Direct3D10, and inversed if API is Direct3D9 (can be modified by defining 'colorOrder=...', see doc)
+ TW_TYPE_COLOR3F, // 3 floats color. Order is RGB.
+ TW_TYPE_COLOR4F, // 4 floats color. Order is RGBA.
+ TW_TYPE_CDSTRING, // Null-terminated C Dynamic String (pointer to an array of char dynamically allocated with malloc/realloc/strdup)
+#ifdef __cplusplus
+# if defined(_MSC_VER) && (_MSC_VER == 1600)
+ TW_TYPE_STDSTRING = (0x2ffe0000+sizeof(std::string)), // VS2010 C++ STL string (std::string)
+# else
+ TW_TYPE_STDSTRING = (0x2fff0000+sizeof(std::string)), // C++ STL string (std::string)
+# endif
+#endif // __cplusplus
+ TW_TYPE_QUAT4F = TW_TYPE_CDSTRING+2, // 4 floats encoding a quaternion {qx,qy,qz,qs}
+ TW_TYPE_QUAT4D, // 4 doubles encoding a quaternion {qx,qy,qz,qs}
+ TW_TYPE_DIR3F, // direction vector represented by 3 floats
+ TW_TYPE_DIR3D // direction vector represented by 3 doubles
+} TwType;
+#define TW_TYPE_CSSTRING(n) ((TwType)(0x30000000+((n)&0xfffffff))) // Null-terminated C Static String of size n (defined as char[n], with n<2^28)
+
+typedef void (TW_CALL * TwSetVarCallback)(const void *value, void *clientData);
+typedef void (TW_CALL * TwGetVarCallback)(void *value, void *clientData);
+typedef void (TW_CALL * TwButtonCallback)(void *clientData);
+
+TW_API int TW_CALL TwAddVarRW(TwBar *bar, const char *name, TwType type, void *var, const char *def);
+TW_API int TW_CALL TwAddVarRO(TwBar *bar, const char *name, TwType type, const void *var, const char *def);
+TW_API int TW_CALL TwAddVarCB(TwBar *bar, const char *name, TwType type, TwSetVarCallback setCallback, TwGetVarCallback getCallback, void *clientData, const char *def);
+TW_API int TW_CALL TwAddButton(TwBar *bar, const char *name, TwButtonCallback callback, void *clientData, const char *def);
+TW_API int TW_CALL TwAddSeparator(TwBar *bar, const char *name, const char *def);
+TW_API int TW_CALL TwRemoveVar(TwBar *bar, const char *name);
+TW_API int TW_CALL TwRemoveAllVars(TwBar *bar);
+
+typedef struct CTwEnumVal
+{
+ int Value;
+ const char * Label;
+} TwEnumVal;
+typedef struct CTwStructMember
+{
+ const char * Name;
+ TwType Type;
+ size_t Offset;
+ const char * DefString;
+} TwStructMember;
+typedef void (TW_CALL * TwSummaryCallback)(char *summaryString, size_t summaryMaxLength, const void *value, void *clientData);
+
+TW_API int TW_CALL TwDefine(const char *def);
+TW_API TwType TW_CALL TwDefineEnum(const char *name, const TwEnumVal *enumValues, unsigned int nbValues);
+TW_API TwType TW_CALL TwDefineEnumFromString(const char *name, const char *enumString);
+TW_API TwType TW_CALL TwDefineStruct(const char *name, const TwStructMember *structMembers, unsigned int nbMembers, size_t structSize, TwSummaryCallback summaryCallback, void *summaryClientData);
+
+typedef void (TW_CALL * TwCopyCDStringToClient)(char **destinationClientStringPtr, const char *sourceString);
+TW_API void TW_CALL TwCopyCDStringToClientFunc(TwCopyCDStringToClient copyCDStringFunc);
+TW_API void TW_CALL TwCopyCDStringToLibrary(char **destinationLibraryStringPtr, const char *sourceClientString);
+#ifdef __cplusplus
+typedef void (TW_CALL * TwCopyStdStringToClient)(std::string& destinationClientString, const std::string& sourceString);
+TW_API void TW_CALL TwCopyStdStringToClientFunc(TwCopyStdStringToClient copyStdStringToClientFunc);
+TW_API void TW_CALL TwCopyStdStringToLibrary(std::string& destinationLibraryString, const std::string& sourceClientString);
+#endif // __cplusplus
+
+typedef enum ETwParamValueType
+{
+ TW_PARAM_INT32,
+ TW_PARAM_FLOAT,
+ TW_PARAM_DOUBLE,
+ TW_PARAM_CSTRING // Null-terminated array of char (ie, c-string)
+} TwParamValueType;
+TW_API int TW_CALL TwGetParam(TwBar *bar, const char *varName, const char *paramName, TwParamValueType paramValueType, unsigned int outValueMaxCount, void *outValues);
+TW_API int TW_CALL TwSetParam(TwBar *bar, const char *varName, const char *paramName, TwParamValueType paramValueType, unsigned int inValueCount, const void *inValues);
+
+
+// ----------------------------------------------------------------------------
+// Text drawing functions
+// ----------------------------------------------------------------------------
+
+TW_API void TW_CALL TwBeginText(int _X, int _Y, int _Sep, int _BgWidth);
+TW_API void TW_CALL TwAddTextLine(const char *_TextLine, unsigned int _Color, unsigned int _BgColor);
+TW_API void TW_CALL TwEndText();
+
+// ----------------------------------------------------------------------------
+// Management functions and definitions
+// ----------------------------------------------------------------------------
+
+typedef enum ETwGraphAPI
+{
+ TW_OPENGL = 1,
+ TW_DIRECT3D9 = 2,
+ TW_DIRECT3D10 = 3,
+ TW_DIRECT3D11 = 4,
+ TW_OPENGL_CORE = 5
+} TwGraphAPI;
+
+TW_API int TW_CALL TwInit(TwGraphAPI graphAPI, void *device);
+TW_API int TW_CALL TwTerminate();
+
+TW_API int TW_CALL TwDraw();
+TW_API int TW_CALL TwWindowSize(int width, int height);
+
+TW_API int TW_CALL TwSetCurrentWindow(int windowID); // multi-windows support
+TW_API int TW_CALL TwGetCurrentWindow();
+TW_API int TW_CALL TwWindowExists(int windowID);
+
+typedef enum ETwKeyModifier
+{
+ TW_KMOD_NONE = 0x0000, // same codes as SDL keysym.mod
+ TW_KMOD_SHIFT = 0x0003,
+ TW_KMOD_CTRL = 0x00c0,
+ TW_KMOD_ALT = 0x0100,
+ TW_KMOD_META = 0x0c00
+} TwKeyModifier;
+typedef enum EKeySpecial
+{
+ TW_KEY_BACKSPACE = '\b',
+ TW_KEY_TAB = '\t',
+ TW_KEY_CLEAR = 0x0c,
+ TW_KEY_RETURN = '\r',
+ TW_KEY_PAUSE = 0x13,
+ TW_KEY_ESCAPE = 0x1b,
+ TW_KEY_SPACE = ' ',
+ TW_KEY_DELETE = 0x7f,
+ TW_KEY_UP = 273, // same codes and order as SDL 1.2 keysym.sym
+ TW_KEY_DOWN,
+ TW_KEY_RIGHT,
+ TW_KEY_LEFT,
+ TW_KEY_INSERT,
+ TW_KEY_HOME,
+ TW_KEY_END,
+ TW_KEY_PAGE_UP,
+ TW_KEY_PAGE_DOWN,
+ TW_KEY_F1,
+ TW_KEY_F2,
+ TW_KEY_F3,
+ TW_KEY_F4,
+ TW_KEY_F5,
+ TW_KEY_F6,
+ TW_KEY_F7,
+ TW_KEY_F8,
+ TW_KEY_F9,
+ TW_KEY_F10,
+ TW_KEY_F11,
+ TW_KEY_F12,
+ TW_KEY_F13,
+ TW_KEY_F14,
+ TW_KEY_F15,
+ TW_KEY_LAST
+} TwKeySpecial;
+
+TW_API int TW_CALL TwKeyPressed(int key, int modifiers);
+TW_API int TW_CALL TwKeyTest(int key, int modifiers);
+
+typedef enum ETwMouseAction
+{
+ TW_MOUSE_RELEASED,
+ TW_MOUSE_PRESSED
+} TwMouseAction;
+typedef enum ETwMouseButtonID
+{
+ TW_MOUSE_LEFT = 1, // same code as SDL_BUTTON_LEFT
+ TW_MOUSE_MIDDLE = 2, // same code as SDL_BUTTON_MIDDLE
+ TW_MOUSE_RIGHT = 3 // same code as SDL_BUTTON_RIGHT
+} TwMouseButtonID;
+
+TW_API int TW_CALL TwMouseButton(TwMouseAction action, TwMouseButtonID button);
+TW_API int TW_CALL TwMouseMotion(int mouseX, int mouseY);
+TW_API int TW_CALL TwMouseWheel(int pos);
+
+TW_API const char * TW_CALL TwGetLastError();
+typedef void (TW_CALL * TwErrorHandler)(const char *errorMessage);
+TW_API void TW_CALL TwHandleErrors(TwErrorHandler errorHandler);
+
+
+// ----------------------------------------------------------------------------
+// Helper functions to translate events from some common window management
+// frameworks to AntTweakBar.
+// They call TwKeyPressed, TwMouse* and TwWindowSize for you (implemented in
+// files TwEventWin.c TwEventSDL*.c TwEventGLFW.c TwEventGLUT.c)
+// ----------------------------------------------------------------------------
+
+// For Windows message proc
+#ifndef _W64 // Microsoft specific (detection of 64 bits portability issues)
+# define _W64
+#endif // _W64
+#ifdef _WIN64
+ TW_API int TW_CALL TwEventWin(void *wnd, unsigned int msg, unsigned __int64 _W64 wParam, __int64 _W64 lParam);
+#else
+ TW_API int TW_CALL TwEventWin(void *wnd, unsigned int msg, unsigned int _W64 wParam, int _W64 lParam);
+#endif
+#define TwEventWin32 TwEventWin // For compatibility with AntTweakBar versions prior to 1.11
+
+// For libSDL event loop
+TW_API int TW_CALL TwEventSDL(const void *sdlEvent, unsigned char sdlMajorVersion, unsigned char sdlMinorVersion);
+
+// For GLFW event callbacks
+// You should define GLFW_CDECL before including AntTweakBar.h if your version of GLFW uses cdecl calling convensions
+#ifdef GLFW_CDECL
+ TW_API int TW_CDECL_CALL TwEventMouseButtonGLFWcdecl(int glfwButton, int glfwAction);
+ TW_API int TW_CDECL_CALL TwEventKeyGLFWcdecl(int glfwKey, int glfwAction);
+ TW_API int TW_CDECL_CALL TwEventCharGLFWcdecl(int glfwChar, int glfwAction);
+ TW_API int TW_CDECL_CALL TwEventMousePosGLFWcdecl(int mouseX, int mouseY);
+ TW_API int TW_CDECL_CALL TwEventMouseWheelGLFWcdecl(int wheelPos);
+# define TwEventMouseButtonGLFW TwEventMouseButtonGLFWcdecl
+# define TwEventKeyGLFW TwEventKeyGLFWcdecl
+# define TwEventCharGLFW TwEventCharGLFWcdecl
+# define TwEventMousePosGLFW TwEventMousePosGLFWcdecl
+# define TwEventMouseWheelGLFW TwEventMouseWheelGLFWcdecl
+#else
+ TW_API int TW_CALL TwEventMouseButtonGLFW(int glfwButton, int glfwAction);
+ TW_API int TW_CALL TwEventKeyGLFW(int glfwKey, int glfwAction);
+ TW_API int TW_CALL TwEventCharGLFW(int glfwChar, int glfwAction);
+# define TwEventMousePosGLFW TwMouseMotion
+# define TwEventMouseWheelGLFW TwMouseWheel
+#endif
+
+// For GLUT event callbacks (Windows calling convention for GLUT callbacks is cdecl)
+#if defined(_WIN32) || defined(_WIN64)
+# define TW_GLUT_CALL TW_CDECL_CALL
+#else
+# define TW_GLUT_CALL
+#endif
+TW_API int TW_GLUT_CALL TwEventMouseButtonGLUT(int glutButton, int glutState, int mouseX, int mouseY);
+TW_API int TW_GLUT_CALL TwEventMouseMotionGLUT(int mouseX, int mouseY);
+TW_API int TW_GLUT_CALL TwEventKeyboardGLUT(unsigned char glutKey, int mouseX, int mouseY);
+TW_API int TW_GLUT_CALL TwEventSpecialGLUT(int glutKey, int mouseX, int mouseY);
+TW_API int TW_CALL TwGLUTModifiersFunc(int (TW_CALL *glutGetModifiersFunc)(void));
+typedef void (TW_GLUT_CALL *GLUTmousebuttonfun)(int glutButton, int glutState, int mouseX, int mouseY);
+typedef void (TW_GLUT_CALL *GLUTmousemotionfun)(int mouseX, int mouseY);
+typedef void (TW_GLUT_CALL *GLUTkeyboardfun)(unsigned char glutKey, int mouseX, int mouseY);
+typedef void (TW_GLUT_CALL *GLUTspecialfun)(int glutKey, int mouseX, int mouseY);
+
+// For SFML event loop
+TW_API int TW_CALL TwEventSFML(const void *sfmlEvent, unsigned char sfmlMajorVersion, unsigned char sfmlMinorVersion);
+
+// For X11 event loop
+#if defined(_UNIX)
+ TW_API int TW_CDECL_CALL TwEventX11(void *xevent);
+#endif
+
+// ----------------------------------------------------------------------------
+// Make sure the types have the right sizes
+// ----------------------------------------------------------------------------
+
+#define TW_COMPILE_TIME_ASSERT(name, x) typedef int TW_DUMMY_ ## name[(x) * 2 - 1]
+
+TW_COMPILE_TIME_ASSERT(TW_CHAR, sizeof(char) == 1);
+TW_COMPILE_TIME_ASSERT(TW_SHORT, sizeof(short) == 2);
+TW_COMPILE_TIME_ASSERT(TW_INT, sizeof(int) == 4);
+TW_COMPILE_TIME_ASSERT(TW_FLOAT, sizeof(float) == 4);
+TW_COMPILE_TIME_ASSERT(TW_DOUBLE, sizeof(double) == 8);
+
+// Check pointer size on Windows
+#if !defined(_WIN64) && defined(_WIN32)
+ // If the following assert failed, the platform is not 32-bit and _WIN64 is not defined.
+ // When targetting 64-bit Windows platform, _WIN64 must be defined.
+ TW_COMPILE_TIME_ASSERT(TW_PTR32, sizeof(void*) == 4);
+#elif defined(_WIN64)
+ // If the following assert failed, _WIN64 is defined but the targeted platform is not 64-bit.
+ TW_COMPILE_TIME_ASSERT(TW_PTR64, sizeof(void*) == 8);
+#endif
+
+// ---------------------------------------------------------------------------
+
+
+#ifdef __cplusplus
+ } // extern "C"
+#endif // __cplusplus
+
+
+#endif // !defined TW_INCLUDED
diff --git a/samples/D3D11/media/directx.ico b/samples/D3D11/media/directx.ico
new file mode 100644
index 0000000..eda6490
--- /dev/null
+++ b/samples/D3D11/media/directx.ico
Binary files differ
diff --git a/samples/D3D11/src/BinMeshReader.h b/samples/D3D11/src/BinMeshReader.h
new file mode 100644
index 0000000..6661ed0
--- /dev/null
+++ b/samples/D3D11/src/BinMeshReader.h
@@ -0,0 +1,81 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#pragma once
+#include <DirectXMath.h>
+
+struct Vertex
+{
+ DirectX::XMFLOAT3 position;
+ DirectX::XMFLOAT3 normal;
+ DirectX::XMFLOAT2 textureCoordinate;
+};
+
+struct Mesh
+{
+ std::vector<Vertex> vertices;
+ std::vector<uint32_t> indices;
+};
+
+FILE *OpenFile(std::string Path, const char* Mode)
+{
+ FILE *fp = NULL;
+ if (fopen_s(&fp, Path.c_str(), Mode) || !fp)
+ {
+ MessageBox(NULL, L"Failed to open data file", L"Error", MB_OK | MB_ICONERROR);
+ exit(1);
+ }
+ return fp;
+}
+
+bool LoadVertices(const char* FileName, std::vector<Vertex>& OutVertices)
+{
+ FILE* fp = OpenFile(FileName, "rb");
+
+ fseek(fp, 0L, SEEK_END);
+ UINT FileSize = ftell(fp);
+ fseek(fp, 0L, SEEK_SET);
+
+ UINT NumVertices = FileSize / sizeof(Vertex::position);
+
+ for (UINT Idx = 0; Idx < NumVertices; ++Idx)
+ {
+ Vertex vertex;
+ fread(&vertex.position, sizeof(DirectX::XMFLOAT3), 1, fp);
+ vertex.normal.x = vertex.normal.y = 0;
+ vertex.normal.z = 1.0;
+ vertex.textureCoordinate.x = vertex.textureCoordinate.y = 0;
+ OutVertices.push_back(vertex);
+ }
+
+ fclose(fp);
+ return true;
+}
+
+bool LoadIndices(const char* FileName, std::vector<uint32_t>& OutIndices)
+{
+ FILE* fp = OpenFile(FileName, "rb");
+
+ fseek(fp, 0L, SEEK_END);
+ UINT FileSize = ftell(fp);
+ fseek(fp, 0L, SEEK_SET);
+
+ UINT NumIndices = FileSize / sizeof(uint32_t);
+
+ for (UINT Idx = 0; Idx < NumIndices; ++Idx)
+ {
+ uint32_t index;
+ fread(&index, sizeof(index), 1, fp);
+ OutIndices.push_back(index);
+ }
+
+ fclose(fp);
+ return true;
+}
diff --git a/samples/D3D11/src/DeviceManager.cpp b/samples/D3D11/src/DeviceManager.cpp
new file mode 100644
index 0000000..55bf233
--- /dev/null
+++ b/samples/D3D11/src/DeviceManager.cpp
@@ -0,0 +1,608 @@
+// TAGRELEASE: PUBLIC
+
+#include "DeviceManager.h"
+#include <WinUser.h>
+#include <Windows.h>
+
+#ifndef SAFE_RELEASE
+#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
+#endif
+
+#define WINDOW_CLASS_NAME L"NvDX11"
+
+#define WINDOW_STYLE_NORMAL (WS_OVERLAPPEDWINDOW | WS_VISIBLE)
+#define WINDOW_STYLE_FULLSCREEN (WS_POPUP | WS_SYSMENU | WS_VISIBLE)
+
+// A singleton, sort of... To pass the events from WindowProc to the object.
+DeviceManager* g_DeviceManagerInstance = NULL;
+
+LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ if(g_DeviceManagerInstance)
+ return g_DeviceManagerInstance->MsgProc(hWnd, uMsg, wParam, lParam);
+ else
+ return DefWindowProc(hWnd, uMsg, wParam, lParam);
+}
+
+
+HRESULT
+DeviceManager::CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, LPWSTR title)
+{
+ g_DeviceManagerInstance = this;
+ m_WindowTitle = title;
+
+ HINSTANCE hInstance = GetModuleHandle(NULL);
+ WNDCLASSEX windowClass = { sizeof(WNDCLASSEX), CS_HREDRAW | CS_VREDRAW, WindowProc,
+ 0L, 0L, hInstance, NULL, NULL, NULL, NULL, WINDOW_CLASS_NAME, NULL };
+
+ RegisterClassEx(&windowClass);
+
+ UINT windowStyle = params.startFullscreen
+ ? WINDOW_STYLE_FULLSCREEN
+ : params.startMaximized
+ ? (WINDOW_STYLE_NORMAL | WS_MAXIMIZE)
+ : WINDOW_STYLE_NORMAL;
+
+ RECT rect = { 0, 0, params.backBufferWidth, params.backBufferHeight };
+ AdjustWindowRect(&rect, windowStyle, FALSE);
+
+ m_hWnd = CreateWindowEx(
+ 0,
+ WINDOW_CLASS_NAME,
+ title,
+ windowStyle,
+ CW_USEDEFAULT,
+ CW_USEDEFAULT,
+ rect.right - rect.left,
+ rect.bottom - rect.top,
+ GetDesktopWindow(),
+ NULL,
+ hInstance,
+ NULL
+ );
+
+ if(!m_hWnd)
+ {
+#ifdef DEBUG
+ DWORD errorCode = GetLastError();
+ printf("CreateWindowEx error code = 0x%x\n", errorCode);
+#endif
+
+ MessageBox(NULL, L"Cannot create window", m_WindowTitle.c_str(), MB_OK | MB_ICONERROR);
+ return E_FAIL;
+ }
+
+ UpdateWindow(m_hWnd);
+
+ HRESULT hr = E_FAIL;
+
+ RECT clientRect;
+ GetClientRect(m_hWnd, &clientRect);
+ UINT width = clientRect.right - clientRect.left;
+ UINT height = clientRect.bottom - clientRect.top;
+
+ ZeroMemory(&m_SwapChainDesc, sizeof(m_SwapChainDesc));
+ m_SwapChainDesc.BufferCount = params.swapChainBufferCount;
+ m_SwapChainDesc.BufferDesc.Width = width;
+ m_SwapChainDesc.BufferDesc.Height = height;
+ m_SwapChainDesc.BufferDesc.Format = params.swapChainFormat;
+ m_SwapChainDesc.BufferDesc.RefreshRate.Numerator = params.refreshRate;
+ m_SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
+ m_SwapChainDesc.BufferUsage = params.swapChainUsage;
+ m_SwapChainDesc.OutputWindow = m_hWnd;
+ m_SwapChainDesc.SampleDesc.Count = params.swapChainSampleCount;
+ m_SwapChainDesc.SampleDesc.Quality = params.swapChainSampleQuality;
+ m_SwapChainDesc.Windowed = !params.startFullscreen;
+ m_SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+ hr = D3D11CreateDeviceAndSwapChain(
+ NULL, // pAdapter
+ params.driverType, // DriverType
+ NULL, // Software
+ params.createDeviceFlags, // Flags
+ &params.featureLevel, // pFeatureLevels
+ 1, // FeatureLevels
+ D3D11_SDK_VERSION, // SDKVersion
+ &m_SwapChainDesc, // pSwapChainDesc
+ &m_SwapChain, // ppSwapChain
+ &m_Device, // ppDevice
+ NULL, // pFeatureLevel
+ &m_ImmediateContext // ppImmediateContext
+ );
+
+ if(FAILED(hr))
+ return hr;
+
+ m_DepthStencilDesc.ArraySize = 1;
+ m_DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ m_DepthStencilDesc.CPUAccessFlags = 0;
+ m_DepthStencilDesc.Format = params.depthStencilFormat;
+ m_DepthStencilDesc.Width = width;
+ m_DepthStencilDesc.Height = height;
+ m_DepthStencilDesc.MipLevels = 1;
+ m_DepthStencilDesc.MiscFlags = 0;
+ m_DepthStencilDesc.SampleDesc.Count = params.swapChainSampleCount;
+ m_DepthStencilDesc.SampleDesc.Quality = 0;
+ m_DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
+
+ hr = CreateRenderTargetAndDepthStencil();
+
+ if(FAILED(hr))
+ return hr;
+
+ DeviceCreated();
+ BackBufferResized();
+
+ return S_OK;
+}
+
+void
+DeviceManager::Shutdown()
+{
+ if(m_SwapChain && GetWindowState() == kWindowFullscreen)
+ m_SwapChain->SetFullscreenState(false, NULL);
+
+ DeviceDestroyed();
+
+ SAFE_RELEASE(m_BackBufferRTV);
+ SAFE_RELEASE(m_DepthStencilDSV);
+ SAFE_RELEASE(m_DepthStencilBuffer);
+
+ g_DeviceManagerInstance = NULL;
+ SAFE_RELEASE(m_SwapChain);
+ SAFE_RELEASE(m_Device);
+
+ if(m_hWnd)
+ {
+ DestroyWindow(m_hWnd);
+ m_hWnd = NULL;
+ }
+}
+
+HRESULT
+DeviceManager::CreateRenderTargetAndDepthStencil()
+{
+ HRESULT hr;
+
+ ID3D11Texture2D *backBuffer = NULL;
+ hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ hr = m_Device->CreateRenderTargetView(backBuffer, NULL, &m_BackBufferRTV);
+ backBuffer->Release();
+ if (FAILED(hr))
+ return hr;
+
+ if(m_DepthStencilDesc.Format != DXGI_FORMAT_UNKNOWN)
+ {
+ hr = m_Device->CreateTexture2D(&m_DepthStencilDesc, NULL, &m_DepthStencilBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ hr = m_Device->CreateDepthStencilView(m_DepthStencilBuffer, NULL, &m_DepthStencilDSV);
+ if (FAILED(hr))
+ return hr;
+ }
+
+ return S_OK;
+}
+
+void
+DeviceManager::MessageLoop()
+{
+ MSG msg = {0};
+
+ LARGE_INTEGER perfFreq, previousTime;
+ QueryPerformanceFrequency(&perfFreq);
+ QueryPerformanceCounter(&previousTime);
+
+ while (WM_QUIT != msg.message)
+ {
+ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else
+ {
+ LARGE_INTEGER newTime;
+ QueryPerformanceCounter(&newTime);
+
+ double elapsedSeconds = (m_FixedFrameInterval >= 0)
+ ? m_FixedFrameInterval
+ : (double)(newTime.QuadPart - previousTime.QuadPart) / (double)perfFreq.QuadPart;
+
+ if(m_SwapChain && GetWindowState() != kWindowMinimized)
+ {
+ Animate(elapsedSeconds);
+ Render();
+ m_SwapChain->Present(m_SyncInterval, 0);
+ Sleep(0);
+ }
+ else
+ {
+ // Release CPU resources when idle
+ Sleep(1);
+ }
+
+ {
+ m_vFrameTimes.push_back(elapsedSeconds);
+ double timeSum = 0;
+ for(auto it = m_vFrameTimes.begin(); it != m_vFrameTimes.end(); it++)
+ timeSum += *it;
+
+ if(timeSum > m_AverageTimeUpdateInterval)
+ {
+ m_AverageFrameTime = timeSum / (double)m_vFrameTimes.size();
+ m_vFrameTimes.clear();
+ }
+ }
+
+ previousTime = newTime;
+ }
+ }
+}
+
+LRESULT
+DeviceManager::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ switch(uMsg)
+ {
+ case WM_DESTROY:
+ case WM_CLOSE:
+ PostQuitMessage(0);
+ return 0;
+
+ case WM_SYSKEYDOWN:
+ if(wParam == VK_F4)
+ {
+ PostQuitMessage(0);
+ return 0;
+ }
+ break;
+
+ case WM_SIZE:
+ // Ignore the WM_SIZE event if there is no device,
+ // or if the window has been minimized (size == 0),
+ // or if it has been restored to the previous size
+ if (m_Device
+ && (lParam != 0)
+ && (LOWORD(lParam) != m_SwapChainDesc.BufferDesc.Width || HIWORD(lParam) != m_SwapChainDesc.BufferDesc.Height))
+ {
+ ID3D11RenderTargetView *nullRTV = NULL;
+ m_ImmediateContext->OMSetRenderTargets(1, &nullRTV, NULL);
+ SAFE_RELEASE(m_BackBufferRTV);
+ SAFE_RELEASE(m_DepthStencilDSV);
+ SAFE_RELEASE(m_DepthStencilBuffer);
+
+ if (m_SwapChain)
+ {
+ // Resize the swap chain
+ m_SwapChainDesc.BufferDesc.Width = LOWORD(lParam);
+ m_SwapChainDesc.BufferDesc.Height = HIWORD(lParam);
+ m_SwapChain->ResizeBuffers(m_SwapChainDesc.BufferCount, m_SwapChainDesc.BufferDesc.Width,
+ m_SwapChainDesc.BufferDesc.Height, m_SwapChainDesc.BufferDesc.Format,
+ m_SwapChainDesc.Flags);
+
+ m_DepthStencilDesc.Width = LOWORD(lParam);
+ m_DepthStencilDesc.Height = HIWORD(lParam);
+
+ CreateRenderTargetAndDepthStencil();
+
+ BackBufferResized();
+ }
+ }
+ }
+
+ if( uMsg >= WM_MOUSEFIRST && uMsg <= WM_MOUSELAST ||
+ uMsg >= WM_KEYFIRST && uMsg <= WM_KEYLAST )
+ {
+ // processing messages front-to-back
+ for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
+ {
+ if((*it)->IsEnabled())
+ {
+ // for kb/mouse messages, 0 means the message has been handled
+ if(0 == (*it)->MsgProc(hWnd, uMsg, wParam, lParam))
+ return 0;
+ }
+ }
+ }
+
+ return DefWindowProc(hWnd, uMsg, wParam, lParam);
+}
+
+void
+DeviceManager::Render()
+{
+ D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)m_SwapChainDesc.BufferDesc.Width, (float)m_SwapChainDesc.BufferDesc.Height, 0.0f, 1.0f };
+
+ // rendering back-to-front
+ for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++)
+ {
+ if((*it)->IsEnabled())
+ {
+ m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV);
+ m_ImmediateContext->RSSetViewports(1, &viewport);
+
+ (*it)->Render(m_Device, m_ImmediateContext, m_BackBufferRTV, m_DepthStencilDSV);
+ }
+ }
+
+ m_ImmediateContext->OMSetRenderTargets(0, NULL, NULL);
+}
+
+void
+DeviceManager::Animate(double fElapsedTimeSeconds)
+{
+ for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
+ {
+ if((*it)->IsEnabled())
+ {
+ (*it)->Animate(fElapsedTimeSeconds);
+ }
+ }
+}
+
+void
+DeviceManager::DeviceCreated()
+{
+ for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
+ {
+ (*it)->DeviceCreated(m_Device);
+ }
+}
+
+void
+DeviceManager::DeviceDestroyed()
+{
+ for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
+ {
+ (*it)->DeviceDestroyed();
+ }
+}
+
+void
+DeviceManager::BackBufferResized()
+{
+ if(m_SwapChain == NULL)
+ return;
+
+ DXGI_SURFACE_DESC backSD;
+ backSD.Format = m_SwapChainDesc.BufferDesc.Format;
+ backSD.Width = m_SwapChainDesc.BufferDesc.Width;
+ backSD.Height = m_SwapChainDesc.BufferDesc.Height;
+ backSD.SampleDesc = m_SwapChainDesc.SampleDesc;
+
+ for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
+ {
+ (*it)->BackBufferResized(m_Device, &backSD);
+ }
+}
+
+HRESULT
+DeviceManager::ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount)
+{
+ HRESULT hr = E_FAIL;
+
+ if((format == DXGI_FORMAT_UNKNOWN || format == m_SwapChainDesc.BufferDesc.Format) &&
+ (sampleCount == 0 || sampleCount == m_SwapChainDesc.SampleDesc.Count))
+ return S_FALSE;
+
+ if(m_Device)
+ {
+ bool fullscreen = (GetWindowState() == kWindowFullscreen);
+ if(fullscreen)
+ m_SwapChain->SetFullscreenState(false, NULL);
+
+ IDXGISwapChain* newSwapChain = NULL;
+ DXGI_SWAP_CHAIN_DESC newSwapChainDesc = m_SwapChainDesc;
+
+ if(format != DXGI_FORMAT_UNKNOWN)
+ newSwapChainDesc.BufferDesc.Format = format;
+ if(sampleCount != 0)
+ newSwapChainDesc.SampleDesc.Count = sampleCount;
+
+ IDXGIAdapter* pDXGIAdapter = GetDXGIAdapter();
+
+ IDXGIFactory* pDXGIFactory = NULL;
+ pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&pDXGIFactory));
+
+ hr = pDXGIFactory->CreateSwapChain(m_Device, &newSwapChainDesc, &newSwapChain);
+
+ pDXGIFactory->Release();
+ pDXGIAdapter->Release();
+
+ if (FAILED(hr))
+ {
+ if(fullscreen)
+ m_SwapChain->SetFullscreenState(true, NULL);
+
+ return hr;
+ }
+
+ SAFE_RELEASE(m_BackBufferRTV);
+ SAFE_RELEASE(m_SwapChain);
+ SAFE_RELEASE(m_DepthStencilBuffer);
+ SAFE_RELEASE(m_DepthStencilDSV);
+
+ m_SwapChain = newSwapChain;
+ m_SwapChainDesc = newSwapChainDesc;
+
+ m_DepthStencilDesc.SampleDesc.Count = sampleCount;
+
+ if(fullscreen)
+ m_SwapChain->SetFullscreenState(true, NULL);
+
+ CreateRenderTargetAndDepthStencil();
+ BackBufferResized();
+ }
+
+ return S_OK;
+}
+
+void
+DeviceManager::AddControllerToFront(IVisualController* pController)
+{
+ m_vControllers.remove(pController);
+ m_vControllers.push_front(pController);
+}
+
+void
+DeviceManager::AddControllerToBack(IVisualController* pController)
+{
+ m_vControllers.remove(pController);
+ m_vControllers.push_back(pController);
+}
+
+void
+DeviceManager::RemoveController(IVisualController* pController)
+{
+ m_vControllers.remove(pController);
+}
+
+HRESULT
+DeviceManager::ResizeWindow(int width, int height)
+{
+ if(m_SwapChain == NULL)
+ return E_FAIL;
+
+ RECT rect;
+ GetWindowRect(m_hWnd, &rect);
+
+ ShowWindow(m_hWnd, SW_RESTORE);
+
+ if(!MoveWindow(m_hWnd, rect.left, rect.top, width, height, true))
+ return E_FAIL;
+
+ // No need to call m_SwapChain->ResizeBackBuffer because MoveWindow will send WM_SIZE, which calls that function.
+
+ return S_OK;
+}
+
+HRESULT
+DeviceManager::EnterFullscreenMode(int width, int height)
+{
+ if(m_SwapChain == NULL)
+ return E_FAIL;
+
+ if(GetWindowState() == kWindowFullscreen)
+ return S_FALSE;
+
+ if(width <= 0 || height <= 0)
+ {
+ width = m_SwapChainDesc.BufferDesc.Width;
+ height = m_SwapChainDesc.BufferDesc.Height;
+ }
+
+ SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_FULLSCREEN);
+ MoveWindow(m_hWnd, 0, 0, width, height, true);
+
+ HRESULT hr = m_SwapChain->SetFullscreenState(true, NULL);
+
+ if(FAILED(hr))
+ {
+ SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL);
+ return hr;
+ }
+
+ UpdateWindow(m_hWnd);
+ m_SwapChain->GetDesc(&m_SwapChainDesc);
+
+ return S_OK;
+}
+
+HRESULT
+DeviceManager::LeaveFullscreenMode(int windowWidth, int windowHeight)
+{
+ if(m_SwapChain == NULL)
+ return E_FAIL;
+
+ if(GetWindowState() != kWindowFullscreen)
+ return S_FALSE;
+
+ HRESULT hr = m_SwapChain->SetFullscreenState(false, NULL);
+ if(FAILED(hr)) return hr;
+
+ SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL);
+
+ if(windowWidth <= 0 || windowHeight <= 0)
+ {
+ windowWidth = m_SwapChainDesc.BufferDesc.Width;
+ windowHeight = m_SwapChainDesc.BufferDesc.Height;
+ }
+
+ RECT rect = { 0, 0, windowWidth, windowHeight };
+ AdjustWindowRect(&rect, WINDOW_STYLE_NORMAL, FALSE);
+ MoveWindow(m_hWnd, 0, 0, rect.right - rect.left, rect.bottom - rect.top, true);
+ UpdateWindow(m_hWnd);
+
+ m_SwapChain->GetDesc(&m_SwapChainDesc);
+
+ return S_OK;
+}
+
+HRESULT
+DeviceManager::ToggleFullscreen()
+{
+ if(GetWindowState() == kWindowFullscreen)
+ return LeaveFullscreenMode();
+ else
+ return EnterFullscreenMode();
+}
+
+DeviceManager::WindowState
+DeviceManager::GetWindowState()
+{
+ if(m_SwapChain && !m_SwapChainDesc.Windowed)
+ return kWindowFullscreen;
+
+ if(m_hWnd == INVALID_HANDLE_VALUE)
+ return kWindowNone;
+
+ if(IsZoomed(m_hWnd))
+ return kWindowMaximized;
+
+ if(IsIconic(m_hWnd))
+ return kWindowMinimized;
+
+ return kWindowNormal;
+}
+
+HRESULT
+DeviceManager::GetDisplayResolution(int& width, int& height)
+{
+ if(m_hWnd != INVALID_HANDLE_VALUE)
+ {
+ HMONITOR monitor = MonitorFromWindow(m_hWnd, MONITOR_DEFAULTTOPRIMARY);
+ MONITORINFO info;
+ info.cbSize = sizeof(MONITORINFO);
+
+ if(GetMonitorInfo(monitor, &info))
+ {
+ width = info.rcMonitor.right - info.rcMonitor.left;
+ height = info.rcMonitor.bottom - info.rcMonitor.top;
+ return S_OK;
+ }
+ }
+
+ return E_FAIL;
+}
+
+IDXGIAdapter*
+DeviceManager::GetDXGIAdapter()
+{
+ if(!m_Device)
+ return NULL;
+
+ IDXGIDevice* pDXGIDevice = NULL;
+ m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice));
+
+ IDXGIAdapter* pDXGIAdapter = NULL;
+ pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter));
+
+ pDXGIDevice->Release();
+
+ return pDXGIAdapter;
+}
diff --git a/samples/D3D11/src/DeviceManager.h b/samples/D3D11/src/DeviceManager.h
new file mode 100644
index 0000000..a6d5b88
--- /dev/null
+++ b/samples/D3D11/src/DeviceManager.h
@@ -0,0 +1,150 @@
+// TAGRELEASE: PUBLIC
+
+#pragma once
+#include <Windows.h>
+#include <DXGI.h>
+#include <D3D11.h>
+#include <list>
+
+
+struct DeviceCreationParameters
+{
+ bool startMaximized;
+ bool startFullscreen;
+ int backBufferWidth;
+ int backBufferHeight;
+ int refreshRate;
+ int swapChainBufferCount;
+ DXGI_FORMAT swapChainFormat;
+ DXGI_FORMAT depthStencilFormat;
+ DXGI_USAGE swapChainUsage;
+ int swapChainSampleCount;
+ int swapChainSampleQuality;
+ UINT createDeviceFlags;
+ D3D_DRIVER_TYPE driverType;
+ D3D_FEATURE_LEVEL featureLevel;
+
+ DeviceCreationParameters()
+ : startMaximized(false)
+ , startFullscreen(false)
+ , backBufferWidth(1280)
+ , backBufferHeight(720)
+ , refreshRate(0)
+ , swapChainBufferCount(1)
+ , swapChainFormat(DXGI_FORMAT_R8G8B8A8_UNORM)
+ , depthStencilFormat(DXGI_FORMAT_D24_UNORM_S8_UINT)
+ , swapChainUsage(DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT)
+ , swapChainSampleCount(1)
+ , swapChainSampleQuality(0)
+ , createDeviceFlags(0)
+ , driverType(D3D_DRIVER_TYPE_HARDWARE)
+ , featureLevel(D3D_FEATURE_LEVEL_11_0)
+ { }
+};
+
+#pragma warning(push)
+#pragma warning(disable: 4100) // unreferenced formal parameter
+class IVisualController
+{
+private:
+ bool m_Enabled;
+public:
+ IVisualController() : m_Enabled(true) { }
+
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return 1; }
+ virtual void Render(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV) { }
+ virtual void Animate(double fElapsedTimeSeconds) { }
+ virtual HRESULT DeviceCreated(ID3D11Device* pDevice) { return S_OK; }
+ virtual void DeviceDestroyed() { }
+ virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc) { }
+
+ virtual void EnableController() { m_Enabled = true; }
+ virtual void DisableController() { m_Enabled = false; }
+ virtual bool IsEnabled() { return m_Enabled; }
+};
+#pragma warning(pop)
+
+class DeviceManager
+{
+public:
+ enum WindowState
+ {
+ kWindowNone,
+ kWindowNormal,
+ kWindowMinimized,
+ kWindowMaximized,
+ kWindowFullscreen
+ };
+
+protected:
+ ID3D11Device* m_Device;
+ ID3D11DeviceContext* m_ImmediateContext;
+ IDXGISwapChain* m_SwapChain;
+ ID3D11RenderTargetView* m_BackBufferRTV;
+ ID3D11Texture2D* m_DepthStencilBuffer;
+ ID3D11DepthStencilView* m_DepthStencilDSV;
+ DXGI_SWAP_CHAIN_DESC m_SwapChainDesc;
+ D3D11_TEXTURE2D_DESC m_DepthStencilDesc;
+ HWND m_hWnd;
+ std::list<IVisualController*> m_vControllers;
+ std::wstring m_WindowTitle;
+ double m_FixedFrameInterval;
+ UINT m_SyncInterval;
+ std::list<double> m_vFrameTimes;
+ double m_AverageFrameTime;
+ double m_AverageTimeUpdateInterval;
+private:
+ HRESULT CreateRenderTargetAndDepthStencil();
+public:
+
+ DeviceManager()
+ : m_Device(NULL)
+ , m_ImmediateContext(NULL)
+ , m_SwapChain(NULL)
+ , m_BackBufferRTV(NULL)
+ , m_DepthStencilBuffer(NULL)
+ , m_DepthStencilDSV(NULL)
+ , m_hWnd(NULL)
+ , m_WindowTitle(L"")
+ , m_FixedFrameInterval(-1)
+ , m_SyncInterval(0)
+ , m_AverageFrameTime(0)
+ , m_AverageTimeUpdateInterval(0.5)
+ { }
+
+ virtual ~DeviceManager()
+ { Shutdown(); }
+
+ virtual HRESULT CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, LPWSTR windowTitle);
+ virtual HRESULT ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount);
+ virtual HRESULT ResizeWindow(int width, int height);
+ virtual HRESULT EnterFullscreenMode(int width = 0, int height = 0);
+ virtual HRESULT LeaveFullscreenMode(int windowWidth = 0, int windowHeight = 0);
+ virtual HRESULT ToggleFullscreen();
+
+ virtual void Shutdown();
+ virtual void MessageLoop();
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ virtual void Render();
+ virtual void Animate(double fElapsedTimeSeconds);
+ virtual void DeviceCreated();
+ virtual void DeviceDestroyed();
+ virtual void BackBufferResized();
+
+ void AddControllerToFront(IVisualController* pController);
+ void AddControllerToBack(IVisualController* pController);
+ void RemoveController(IVisualController* pController);
+
+ void SetFixedFrameInterval(double seconds) { m_FixedFrameInterval = seconds; }
+ void DisableFixedFrameInterval() { m_FixedFrameInterval = -1; }
+
+ HWND GetHWND() { return m_hWnd; }
+ ID3D11Device* GetDevice() { return m_Device; }
+ WindowState GetWindowState();
+ bool GetVsyncEnabled() { return m_SyncInterval > 0; }
+ void SetVsyncEnabled(bool enabled) { m_SyncInterval = enabled ? 1 : 0; }
+ HRESULT GetDisplayResolution(int& width, int& height);
+ IDXGIAdapter* GetDXGIAdapter();
+ double GetAverageFrameTime() { return m_AverageFrameTime; }
+ void SetAverageTimeUpdateInterval(double value) { m_AverageTimeUpdateInterval = value; }
+};
diff --git a/samples/D3D11/src/GPUTimers.cpp b/samples/D3D11/src/GPUTimers.cpp
new file mode 100644
index 0000000..c00b9f2
--- /dev/null
+++ b/samples/D3D11/src/GPUTimers.cpp
@@ -0,0 +1,133 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "GPUTimers.h"
+#include <assert.h>
+
+#ifndef SAFE_RELEASE
+#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
+#endif
+
+#ifndef SAFE_D3D_CALL
+#define SAFE_D3D_CALL(x) { if (x != S_OK) assert(0); }
+#endif
+
+//--------------------------------------------------------------------------------
+void GPUTimers::Create(ID3D11Device* pD3DDevice, UINT NumTimers)
+{
+ m_Timers.resize(NumTimers);
+
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.MiscFlags = 0;
+
+ queryDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
+ SAFE_D3D_CALL( pD3DDevice->CreateQuery(&queryDesc, &m_pDisjointTimestampQuery) );
+ m_DisjointQueryInFlight = false;
+
+ queryDesc.Query = D3D11_QUERY_TIMESTAMP;
+ for (UINT i = 0; i < m_Timers.size(); ++i)
+ {
+ SAFE_D3D_CALL( pD3DDevice->CreateQuery(&queryDesc, &m_Timers[i].pGPUTimersBegin) );
+ SAFE_D3D_CALL( pD3DDevice->CreateQuery(&queryDesc, &m_Timers[i].pGPUTimersEnd) );
+ m_Timers[i].TimestampQueryInFlight = false;
+ }
+}
+
+//--------------------------------------------------------------------------------
+void GPUTimers::Release()
+{
+ SAFE_RELEASE(m_pDisjointTimestampQuery);
+
+ for (UINT i = 0; i < m_Timers.size(); ++i)
+ {
+ SAFE_RELEASE(m_Timers[i].pGPUTimersBegin);
+ SAFE_RELEASE(m_Timers[i].pGPUTimersEnd);
+ }
+
+ m_Timers.clear();
+}
+
+//--------------------------------------------------------------------------------
+void GPUTimers::BeginFrame(ID3D11DeviceContext* pDeviceContext)
+{
+ if (!m_DisjointQueryInFlight)
+ {
+ pDeviceContext->Begin(m_pDisjointTimestampQuery);
+ }
+}
+
+//--------------------------------------------------------------------------------
+void GPUTimers::EndFrame(ID3D11DeviceContext* pDeviceContext)
+{
+ if (!m_DisjointQueryInFlight)
+ {
+ pDeviceContext->End(m_pDisjointTimestampQuery);
+ }
+ m_DisjointQueryInFlight = true;
+
+ D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjointTimestampValue;
+ if (pDeviceContext->GetData(m_pDisjointTimestampQuery, &disjointTimestampValue, sizeof(disjointTimestampValue), D3D11_ASYNC_GETDATA_DONOTFLUSH) == S_OK)
+ {
+ m_DisjointQueryInFlight = false;
+
+ if (!disjointTimestampValue.Disjoint)
+ {
+ double InvFrequencyMS = 1000.0 / disjointTimestampValue.Frequency;
+ for (UINT i = 0; i < m_Timers.size(); ++i)
+ {
+ if (m_Timers[i].TimestampQueryInFlight)
+ {
+ UINT64 TimestampValueBegin;
+ UINT64 TimestampValueEnd;
+ if ((pDeviceContext->GetData(m_Timers[i].pGPUTimersBegin, &TimestampValueBegin, sizeof(UINT64), D3D11_ASYNC_GETDATA_DONOTFLUSH) == S_OK) &&
+ (pDeviceContext->GetData(m_Timers[i].pGPUTimersEnd, &TimestampValueEnd, sizeof(UINT64), D3D11_ASYNC_GETDATA_DONOTFLUSH) == S_OK))
+ {
+ m_Timers[i].TimestampQueryInFlight = false;
+ m_Timers[i].GPUTimeInMS = float(double(TimestampValueEnd - TimestampValueBegin) * InvFrequencyMS);
+ }
+ }
+ else
+ {
+ m_Timers[i].GPUTimeInMS = 0.f;
+ }
+ }
+ }
+ }
+}
+
+//--------------------------------------------------------------------------------
+void GPUTimers::StartTimer(ID3D11DeviceContext* pDeviceContext, UINT i)
+{
+ if (!m_Timers[i].TimestampQueryInFlight)
+ {
+ pDeviceContext->End(m_Timers[i].pGPUTimersBegin);
+ }
+}
+
+//--------------------------------------------------------------------------------
+void GPUTimers::StopTimer(ID3D11DeviceContext* pDeviceContext, UINT i)
+{
+ if (!m_Timers[i].TimestampQueryInFlight)
+ {
+ pDeviceContext->End(m_Timers[i].pGPUTimersEnd);
+ }
+ m_Timers[i].TimestampQueryInFlight = true;
+}
+
+//--------------------------------------------------------------------------------
+float GPUTimers::GetGPUTimeInMS(UINT i)
+{
+ if (i < m_Timers.size())
+ {
+ return m_Timers[i].GPUTimeInMS;
+ }
+ assert(0);
+ return 0.f;
+}
diff --git a/samples/D3D11/src/GPUTimers.h b/samples/D3D11/src/GPUTimers.h
new file mode 100644
index 0000000..9fb2cdb
--- /dev/null
+++ b/samples/D3D11/src/GPUTimers.h
@@ -0,0 +1,68 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#pragma once
+#pragma warning( disable : 4995 )
+#include <d3d11.h>
+#include <vector>
+
+typedef int RenderTimeId;
+
+//--------------------------------------------------------------------------------
+struct GPUTimerState
+{
+ bool TimestampQueryInFlight;
+ ID3D11Query* pGPUTimersBegin;
+ ID3D11Query* pGPUTimersEnd;
+ float GPUTimeInMS;
+};
+
+//--------------------------------------------------------------------------------
+class GPUTimers
+{
+public:
+ void Create(ID3D11Device* pD3DDevice, UINT NumTimers);
+ void Release();
+
+ void BeginFrame(ID3D11DeviceContext* pDeviceContext);
+ void EndFrame(ID3D11DeviceContext* pDeviceContext);
+
+ void StartTimer(ID3D11DeviceContext* pDeviceContext, UINT Id);
+ void StopTimer(ID3D11DeviceContext* pDeviceContext, UINT Id);
+
+ float GetGPUTimeInMS(UINT Id);
+
+protected:
+ bool m_DisjointQueryInFlight;
+ ID3D11Query* m_pDisjointTimestampQuery;
+ std::vector<GPUTimerState> m_Timers;
+};
+
+//--------------------------------------------------------------------------------
+class GPUTimer
+{
+public:
+ GPUTimer(GPUTimers* pGPUTimers, ID3D11DeviceContext* pDeviceContext, RenderTimeId Id)
+ : m_pGPUTimers(pGPUTimers)
+ , m_pDeviceContext(pDeviceContext)
+ , m_RenderTimeId(Id)
+ {
+ m_pGPUTimers->StartTimer(m_pDeviceContext, m_RenderTimeId);
+ }
+ ~GPUTimer()
+ {
+ m_pGPUTimers->StopTimer(m_pDeviceContext, m_RenderTimeId);
+ }
+
+private:
+ GPUTimers* m_pGPUTimers;
+ ID3D11DeviceContext* m_pDeviceContext;
+ RenderTimeId m_RenderTimeId;
+};
diff --git a/samples/D3D11/src/InputDumpReader.h b/samples/D3D11/src/InputDumpReader.h
new file mode 100644
index 0000000..fa8eee1
--- /dev/null
+++ b/samples/D3D11/src/InputDumpReader.h
@@ -0,0 +1,539 @@
+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008-2015 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+#pragma once
+#include "GFSDK_SSAO.h"
+#include "InputDumpWriter.h"
+
+namespace GFSDK
+{
+namespace SSAO
+{
+namespace D3D11
+{
+
+class InputDumpReader
+{
+public:
+ InputDumpReader()
+ : m_pFile(NULL)
+ {
+ }
+
+ ~InputDumpReader()
+ {
+ SafeCloseFile();
+ }
+
+ struct InputDumpData
+ {
+ InputDumpData()
+ {
+ memset(this, 0, sizeof(*this));
+ }
+ void Release()
+ {
+ SAFE_RELEASE(InputData.DepthData.pFullResDepthTextureSRV);
+ SAFE_RELEASE(InputData.NormalData.pFullResNormalTextureSRV);
+ SAFE_RELEASE(pDepthTexture);
+ SAFE_RELEASE(pNormalTexture);
+ }
+ GFSDK_SSAO_InputData_D3D11 InputData;
+ GFSDK_SSAO_Parameters Parameters;
+ ID3D11Texture2D* pDepthTexture;
+ ID3D11Texture2D* pNormalTexture;
+ };
+
+ enum Status
+ {
+ STATUS_OK,
+ STATUS_NULL_ARGUMENT,
+ STATUS_FOPEN_ERROR,
+ STATUS_FREAD_ERROR,
+ STATUS_FILE_VERSION_MISMATCH,
+ STATUS_BUILD_VERSION_MISMATCH,
+ STATUS_STRUCT_SIZE_MISMATCH,
+ STATUS_CREATE_TEXTURE_ERROR,
+ STATUS_CREATE_SRV_ERROR,
+ };
+
+ #define READ_STRUCT(S, FP)\
+ {\
+ UINT StructSize = 0;\
+ if (fread(&StructSize, sizeof(StructSize), 1, FP) != 1)\
+ {\
+ return STATUS_FREAD_ERROR;\
+ }\
+ if (StructSize != sizeof(S))\
+ {\
+ return STATUS_STRUCT_SIZE_MISMATCH;\
+ }\
+ if (fread(&S, sizeof(S), 1, FP) != 1)\
+ {\
+ return STATUS_FREAD_ERROR;\
+ }\
+ }
+
+ Status Read(
+ ID3D11Device* pDevice,
+ InputDumpData* pInputDumpData,
+ const char* pDumpFilename)
+ {
+ InputDumpReader::Status Status = STATUS_OK;
+
+ if (!pDevice || !pInputDumpData || !pDumpFilename)
+ {
+ return STATUS_NULL_ARGUMENT;
+ }
+
+ SafeCloseFile();
+ if (fopen_s(&m_pFile, pDumpFilename, "rb") || !m_pFile)
+ {
+ return STATUS_FOPEN_ERROR;
+ }
+
+ UINT FileVersion = 0;
+ if (fread(&FileVersion, sizeof(FileVersion), 1, m_pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ if (FileVersion != InputDumpWriter::FILE_VERSION)
+ {
+ return STATUS_FILE_VERSION_MISMATCH;
+ }
+
+ GFSDK_SSAO_Version Version;
+ READ_STRUCT(Version, m_pFile);
+
+ const GFSDK_SSAO_Version BuildVersion;
+ if (BuildVersion.Major != Version.Major ||
+ BuildVersion.Minor != Version.Minor)
+ {
+ return STATUS_BUILD_VERSION_MISMATCH;
+ }
+
+ Status = ReadInputData(pDevice, pInputDumpData, m_pFile);
+ if (Status != STATUS_OK)
+ {
+ return Status;
+ }
+
+ Status = ReadParameters(pDevice, pInputDumpData, m_pFile);
+ if (Status != STATUS_OK)
+ {
+ return Status;
+ }
+
+ Status = ReadTexture(pDevice, pInputDumpData->pDepthTexture, pInputDumpData->InputData.DepthData.pFullResDepthTextureSRV, m_pFile);
+ if (Status != STATUS_OK)
+ {
+ return Status;
+ }
+
+ if (pInputDumpData->InputData.NormalData.Enable)
+ {
+ Status = ReadTexture(pDevice, pInputDumpData->pNormalTexture, pInputDumpData->InputData.NormalData.pFullResNormalTextureSRV, m_pFile);
+ if (Status != STATUS_OK)
+ {
+ return Status;
+ }
+ }
+
+ return STATUS_OK;
+ }
+
+private:
+ void SafeCloseFile()
+ {
+ if (m_pFile)
+ {
+ fclose(m_pFile);
+ m_pFile = NULL;
+ }
+ }
+
+ static Status ReadInputData(
+ ID3D11Device* pDevice,
+ InputDumpData* pInputDumpData,
+ FILE *pFile)
+ {
+ GFSDK_SSAO_InputDepthData LoadedDepthData;
+ READ_STRUCT(LoadedDepthData, pFile);
+
+ GFSDK_SSAO_InputNormalData LoadedNormalData;
+ READ_STRUCT(LoadedNormalData, pFile);
+
+ GFSDK_SSAO_InputData_D3D11& InputData = pInputDumpData->InputData;
+ memset(&InputData, 0, sizeof(InputData));
+ memcpy(&InputData.DepthData, &LoadedDepthData, sizeof(LoadedDepthData));
+ memcpy(&InputData.NormalData, &LoadedNormalData, sizeof(LoadedNormalData));
+
+ return STATUS_OK;
+ }
+
+ static Status ReadParameters(
+ ID3D11Device* pDevice,
+ InputDumpData* pInputDumpData,
+ FILE *pFile)
+ {
+ GFSDK_SSAO_Parameters LoadedParameters;
+ READ_STRUCT(LoadedParameters, pFile);
+
+ GFSDK_SSAO_Parameters& Parameters = pInputDumpData->Parameters;
+ memset(&Parameters, 0, sizeof(Parameters));
+ memcpy(&Parameters, &LoadedParameters, sizeof(LoadedParameters));
+
+ return STATUS_OK;
+ }
+
+protected:
+ static Status ReadTexture(
+ ID3D11Device* pDevice,
+ ID3D11Texture2D*& pOutTexture,
+ ID3D11ShaderResourceView*& pOutSRV,
+ FILE *pFile)
+ {
+ D3D11_TEXTURE2D_DESC TextureDesc;
+ if (fread(&TextureDesc, sizeof(TextureDesc), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC SrvDesc;
+ if (fread(&SrvDesc, sizeof(SrvDesc), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ UINT RowPitch = 0;
+ if (fread(&RowPitch, sizeof(RowPitch), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ BYTE* pData = new BYTE[TextureDesc.Height * RowPitch];
+ assert(pData);
+
+ if (fread(pData, TextureDesc.Height * RowPitch, 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ TextureDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ TextureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ TextureDesc.CPUAccessFlags = 0;
+ TextureDesc.MiscFlags = 0;
+
+ D3D11_SUBRESOURCE_DATA SubresourceData;
+ SubresourceData.pSysMem = pData;
+ SubresourceData.SysMemPitch = RowPitch;
+ SubresourceData.SysMemSlicePitch = 0;
+
+ assert(!pOutTexture);
+ if (pDevice->CreateTexture2D(&TextureDesc, &SubresourceData, &pOutTexture) != S_OK)
+ {
+ return STATUS_CREATE_TEXTURE_ERROR;
+ }
+
+ delete[] pData;
+
+ assert(!pOutSRV);
+ if (pDevice->CreateShaderResourceView(pOutTexture, &SrvDesc, &pOutSRV) != S_OK)
+ {
+ return STATUS_CREATE_SRV_ERROR;
+ }
+
+ return STATUS_OK;
+ }
+
+ FILE* m_pFile;
+};
+
+class InputDumpReader_2 : public InputDumpReader
+{
+public:
+ static Status Read(
+ ID3D11Device* pDevice,
+ InputDumpReader::InputDumpData* pInputDumpData,
+ const char* pDumpFilename)
+ {
+ Status ReadStatus = STATUS_OK;
+
+ if (!pDevice || !pInputDumpData || !pDumpFilename)
+ {
+ return STATUS_NULL_ARGUMENT;
+ }
+
+ FILE *pFile = NULL;
+ if (fopen_s(&pFile, pDumpFilename, "rb") || !pFile)
+ {
+ return STATUS_FOPEN_ERROR;
+ }
+
+ UINT FileVersion = 0;
+ if (fread(&FileVersion, sizeof(FileVersion), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ if (FileVersion != 2)
+ {
+ return STATUS_FILE_VERSION_MISMATCH;
+ }
+
+ GFSDK_SSAO_Version Version;
+ if (fread(&Version, sizeof(Version), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ ReadStatus = ReadStructs(pFile, pInputDumpData);
+ if (ReadStatus != STATUS_OK)
+ {
+ return ReadStatus;
+ }
+
+ ReadStatus = InputDumpReader::ReadTexture(pDevice, pInputDumpData->pDepthTexture, pInputDumpData->InputData.DepthData.pFullResDepthTextureSRV, pFile);
+ if (ReadStatus != STATUS_OK)
+ {
+ return ReadStatus;
+ }
+
+ if (pInputDumpData->InputData.NormalData.Enable)
+ {
+ ReadStatus = InputDumpReader::ReadTexture(pDevice, pInputDumpData->pNormalTexture, pInputDumpData->InputData.NormalData.pFullResNormalTextureSRV, pFile);
+ if (ReadStatus != STATUS_OK)
+ {
+ return ReadStatus;
+ }
+ }
+
+ fclose(pFile);
+
+ return STATUS_OK;
+ }
+
+private:
+ struct InputViewport
+ {
+ GFSDK_SSAO_UINT TopLeftX;
+ GFSDK_SSAO_UINT TopLeftY;
+ GFSDK_SSAO_UINT Width;
+ GFSDK_SSAO_UINT Height;
+ GFSDK_SSAO_FLOAT MinDepth;
+ GFSDK_SSAO_FLOAT MaxDepth;
+
+ InputViewport()
+ : TopLeftX(0)
+ , TopLeftY(0)
+ , Width(0)
+ , Height(0)
+ , MinDepth(0.f)
+ , MaxDepth(1.f)
+ {
+ }
+ };
+
+ struct Matrix
+ {
+ Matrix()
+ {
+ memset(this, 0, sizeof(*this));
+ }
+ Matrix(const GFSDK_SSAO_FLOAT* pMatrix)
+ {
+ memcpy(&Data, pMatrix, sizeof(Data));
+ }
+ GFSDK_SSAO_FLOAT Data[16];
+ };
+
+ struct InputDepthData
+ {
+ GFSDK_SSAO_DepthTextureType DepthTextureType; // HARDWARE_DEPTHS, HARDWARE_DEPTHS_SUB_RANGE or VIEW_DEPTHS
+ Matrix ProjectionMatrix; // 4x4 perspective matrix from the depth generation pass
+ GFSDK_SSAO_MatrixLayout ProjectionMatrixLayout; // Memory layout of the projection matrix
+ GFSDK_SSAO_FLOAT MetersToViewSpaceUnits; // DistanceInViewSpaceUnits = MetersToViewSpaceUnits * DistanceInMeters
+
+ InputDepthData()
+ : DepthTextureType(GFSDK_SSAO_HARDWARE_DEPTHS)
+ , ProjectionMatrixLayout(GFSDK_SSAO_ROW_MAJOR_ORDER)
+ , MetersToViewSpaceUnits(1.f)
+ {
+ }
+ };
+
+ struct InputDepthData_D3D11 : InputDepthData
+ {
+ ID3D11ShaderResourceView* pFullResDepthTextureSRV; // Full-resolution depth texture
+ InputViewport Viewport; // Viewport from the depth generation pass
+
+ InputDepthData_D3D11()
+ : pFullResDepthTextureSRV(NULL)
+ {
+ }
+ };
+
+ struct InputNormalData
+ {
+ GFSDK_SSAO_BOOL Enable; // To use the provided normals (instead of reconstructed ones)
+ Matrix WorldToViewMatrix; // 4x4 WorldToView matrix from the depth generation pass
+ GFSDK_SSAO_MatrixLayout WorldToViewMatrixLayout; // Memory layout of the WorldToView matrix
+ GFSDK_SSAO_FLOAT DecodeScale; // Optional pre-matrix scale
+ GFSDK_SSAO_FLOAT DecodeBias; // Optional pre-matrix bias
+
+ InputNormalData()
+ : Enable(false)
+ , WorldToViewMatrixLayout(GFSDK_SSAO_ROW_MAJOR_ORDER)
+ , DecodeScale(1.f)
+ , DecodeBias(0.f)
+ {
+ }
+ };
+
+ struct InputNormalData_D3D11 : InputNormalData
+ {
+ ID3D11ShaderResourceView* pFullResNormalTextureSRV; // Full-resolution world-space normal texture
+
+ InputNormalData_D3D11()
+ : pFullResNormalTextureSRV(NULL)
+ {
+ }
+ };
+
+ struct InputData_D3D11
+ {
+ InputDepthData_D3D11 DepthData; // Required
+ InputNormalData_D3D11 NormalData; // Optional GBuffer normals
+ };
+
+
+ struct OutputParameters
+ {
+ GFSDK_SSAO_BlendMode BlendMode; // Blend mode used to composite the AO to the output render target
+
+ OutputParameters()
+ : BlendMode(GFSDK_SSAO_OVERWRITE_RGB)
+ {
+ }
+ };
+
+ struct CustomBlendState_D3D11
+ {
+ ID3D11BlendState* pBlendState; // Custom blend state to composite the AO with
+ const GFSDK_SSAO_FLOAT* pBlendFactor; // Relevant only if pBlendState uses D3D11_BLEND_BLEND_FACTOR
+
+ CustomBlendState_D3D11()
+ : pBlendState(NULL)
+ , pBlendFactor(NULL)
+ {
+ }
+ };
+
+ struct Parameters_D3D11
+ {
+ GFSDK_SSAO_FLOAT Radius; // The AO radius in meters
+ GFSDK_SSAO_FLOAT Bias; // To hide low-tessellation artifacts // 0.0~1.0
+ GFSDK_SSAO_FLOAT DetailAO; // Scale factor for the detail AO, the greater the darker // 0.0~2.0
+ GFSDK_SSAO_FLOAT CoarseAO; // Scale factor for the coarse AO, the greater the darker // 0.0~2.0
+ GFSDK_SSAO_FLOAT PowerExponent; // The final AO output is pow(AO, powerExponent)
+ GFSDK_SSAO_DepthStorage DepthStorage; // Quality / performance tradeoff
+ GFSDK_SSAO_DepthClampMode DepthClampMode; // To hide possible false-occlusion artifacts near screen borders
+ GFSDK_SSAO_DepthThreshold DepthThreshold; // Optional Z threshold, to hide possible depth-precision artifacts
+ GFSDK_SSAO_BlurParameters Blur; // Optional AO blur, to blur the AO before compositing it
+
+ Parameters_D3D11()
+ : Radius(1.f)
+ , Bias(0.1f)
+ , DetailAO(0.f)
+ , CoarseAO(1.f)
+ , PowerExponent(2.f)
+ , DepthStorage(GFSDK_SSAO_FP32_VIEW_DEPTHS)
+ , DepthClampMode(GFSDK_SSAO_CLAMP_TO_EDGE)
+ {
+ }
+ };
+
+ static Status ReadStructs(FILE *pFile, InputDumpReader::InputDumpData* pOut)
+ {
+ InputDepthData InputDepthData;
+ if (fread(&InputDepthData, sizeof(InputDepthData), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ InputViewport InputViewport;
+ if (fread(&InputViewport, sizeof(InputViewport), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ InputNormalData InputNormalData;
+ if (fread(&InputNormalData, sizeof(InputNormalData), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ GFSDK_SSAO_InputData_D3D11& OutInputData = pOut->InputData;
+ memset(&OutInputData, 0, sizeof(OutInputData));
+
+ OutInputData.DepthData.DepthTextureType = InputDepthData.DepthTextureType;
+ memcpy(&OutInputData.DepthData.ProjectionMatrix.Data, &InputDepthData.ProjectionMatrix, sizeof(InputDepthData.ProjectionMatrix));
+ OutInputData.DepthData.ProjectionMatrix.Layout = InputDepthData.ProjectionMatrixLayout;
+ OutInputData.DepthData.MetersToViewSpaceUnits = InputDepthData.MetersToViewSpaceUnits;
+ OutInputData.DepthData.Viewport.Enable = 0;
+
+ OutInputData.NormalData.Enable = InputNormalData.Enable;
+ memcpy(&OutInputData.NormalData.WorldToViewMatrix.Data, &InputNormalData.WorldToViewMatrix, sizeof(InputNormalData.WorldToViewMatrix));
+ OutInputData.NormalData.WorldToViewMatrix.Layout = InputNormalData.WorldToViewMatrixLayout;
+ OutInputData.NormalData.DecodeScale = InputNormalData.DecodeScale;
+ OutInputData.NormalData.DecodeBias = InputNormalData.DecodeBias;
+
+ Parameters_D3D11 Parameters;
+ if (fread(&Parameters, sizeof(Parameters), 1, pFile) != 1)
+ {
+ return STATUS_FREAD_ERROR;
+ }
+
+ pOut->Parameters.Radius = Parameters.Radius;
+ pOut->Parameters.Bias = Parameters.Bias;
+ pOut->Parameters.DetailAO = Parameters.DetailAO;
+ pOut->Parameters.CoarseAO = Parameters.CoarseAO;
+ pOut->Parameters.DepthStorage = Parameters.DepthStorage;
+ pOut->Parameters.PowerExponent = Parameters.PowerExponent;
+ pOut->Parameters.DepthClampMode = Parameters.DepthClampMode;
+ pOut->Parameters.DepthThreshold = Parameters.DepthThreshold;
+ pOut->Parameters.Blur = Parameters.Blur;
+
+ return STATUS_OK;
+ }
+};
+
+} // namespace D3D11
+} // namespace SSAO
+} // namespace GFSDK
diff --git a/samples/D3D11/src/InputDumpWriter.h b/samples/D3D11/src/InputDumpWriter.h
new file mode 100644
index 0000000..f55f634
--- /dev/null
+++ b/samples/D3D11/src/InputDumpWriter.h
@@ -0,0 +1,265 @@
+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008-2015 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+#pragma once
+#include "GFSDK_SSAO.h"
+#include <stdio.h>
+#include <assert.h>
+
+namespace GFSDK
+{
+namespace SSAO
+{
+namespace D3D11
+{
+
+class InputDumpWriter
+{
+public:
+ static const UINT FILE_VERSION = 5;
+
+ enum Status
+ {
+ STATUS_NULL_ARGUMENT,
+ STATUS_UNSUPPORTED_TEXTURE_SAMPLE_COUNT,
+ STATUS_UNSUPPORTED_TEXTURE_ARRAY_SIZE,
+ STATUS_UNSUPPORTED_TEXTURE_MIP_COUNT,
+ STATUS_FOPEN_FAILED,
+ STATUS_FWRITE_FAILED,
+ STATUS_CREATE_TEXTURE_FAILED,
+ STATUS_MAP_TEXTURE_FAILED,
+ STATUS_OK,
+ };
+
+ InputDumpWriter()
+ : m_pFile(NULL)
+ , m_pBaseTexture(NULL)
+ , m_pStagingTexture(NULL)
+ {
+ }
+
+ ~InputDumpWriter()
+ {
+ SafeCloseFile();
+ SAFE_RELEASE(m_pBaseTexture);
+ SAFE_RELEASE(m_pStagingTexture);
+ }
+
+ #define WRITE_STRUCT(S)\
+ {\
+ UINT StructSize = sizeof(S);\
+ if (fwrite(&StructSize, sizeof(StructSize), 1, m_pFile) != 1)\
+ {\
+ return STATUS_FWRITE_FAILED;\
+ }\
+ if (fwrite(&S, sizeof(S), 1, m_pFile) != 1)\
+ {\
+ return STATUS_FWRITE_FAILED;\
+ }\
+ }
+
+ Status Write(
+ ID3D11Device* pDevice,
+ ID3D11DeviceContext* pDeviceContext,
+ const GFSDK_SSAO_InputData_D3D11* pInputData,
+ const GFSDK_SSAO_Parameters* pParameters,
+ const char* pFilename)
+ {
+ if (!pDevice || !pDeviceContext || !pInputData || !pParameters || !pFilename)
+ {
+ return STATUS_NULL_ARGUMENT;
+ }
+
+ SafeCloseFile();
+ if (fopen_s(&m_pFile, pFilename, "wb") || !m_pFile)
+ {
+ return STATUS_FOPEN_FAILED;
+ }
+
+ const UINT FileVersion = FILE_VERSION;
+ if (fwrite(&FileVersion, sizeof(FileVersion), 1, m_pFile) != 1)
+ {
+ return STATUS_FWRITE_FAILED;
+ }
+
+ const GFSDK_SSAO_Version BuildVersion;
+ WRITE_STRUCT(BuildVersion);
+
+ GFSDK_SSAO_InputDepthData InputDepthData = pInputData->DepthData;
+ WRITE_STRUCT(InputDepthData);
+
+ GFSDK_SSAO_InputNormalData InputNormalData = pInputData->NormalData;
+ WRITE_STRUCT(InputNormalData);
+
+ GFSDK_SSAO_Parameters Parameters = *pParameters;
+ WRITE_STRUCT(Parameters);
+
+ InputDumpWriter::Status Status = WriteTexture(pDevice, pDeviceContext, pInputData->DepthData.pFullResDepthTextureSRV);
+ if (Status != GFSDK_SSAO_OK)
+ {
+ return Status;
+ }
+
+ if (pInputData->NormalData.Enable)
+ {
+ Status = WriteTexture(pDevice, pDeviceContext, pInputData->NormalData.pFullResNormalTextureSRV);
+ if (Status != GFSDK_SSAO_OK)
+ {
+ return Status;
+ }
+ }
+
+ return STATUS_OK;
+ }
+
+private:
+ void SafeCloseFile()
+ {
+ if (m_pFile)
+ {
+ fclose(m_pFile);
+ m_pFile = NULL;
+ }
+ }
+
+ static void GetTextureDesc(ID3D11ShaderResourceView* pSRV, D3D11_TEXTURE2D_DESC* pTextureDesc)
+ {
+ ID3D11Texture2D* pBaseTexture;
+ pSRV->GetResource((ID3D11Resource**)&pBaseTexture);
+
+ pBaseTexture->GetDesc(pTextureDesc);
+ SAFE_RELEASE(pBaseTexture);
+ }
+
+ bool CreateStagingTexture(
+ ID3D11Device* pDevice,
+ ID3D11DeviceContext* pDeviceContext,
+ ID3D11ShaderResourceView* pSRV)
+ {
+ SAFE_RELEASE(m_pBaseTexture);
+ pSRV->GetResource((ID3D11Resource**)&m_pBaseTexture);
+
+ D3D11_TEXTURE2D_DESC TextureDesc;
+ m_pBaseTexture->GetDesc(&TextureDesc);
+
+ assert(TextureDesc.SampleDesc.Count == 1);
+ assert(TextureDesc.ArraySize == 1);
+ assert(TextureDesc.MipLevels == 1);
+
+ D3D11_TEXTURE2D_DESC StagingTextureDesc = TextureDesc;
+ StagingTextureDesc.Usage = D3D11_USAGE_STAGING;
+ StagingTextureDesc.BindFlags = 0;
+ StagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ StagingTextureDesc.MiscFlags = 0;
+
+ SAFE_RELEASE(m_pStagingTexture);
+ if (pDevice->CreateTexture2D(&StagingTextureDesc, NULL, &m_pStagingTexture) != S_OK)
+ {
+ return false;
+ }
+
+ pDeviceContext->CopyResource(m_pStagingTexture, m_pBaseTexture);
+
+ return true;
+ }
+
+ Status WriteTexture(
+ ID3D11Device* pDevice,
+ ID3D11DeviceContext* pDeviceContext,
+ ID3D11ShaderResourceView* pSRV)
+ {
+ if (!pSRV)
+ {
+ return STATUS_NULL_ARGUMENT;
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC SrvDesc;
+ pSRV->GetDesc(&SrvDesc);
+
+ D3D11_TEXTURE2D_DESC TextureDesc;
+ GetTextureDesc(pSRV, &TextureDesc);
+
+ if (TextureDesc.SampleDesc.Count != 1)
+ {
+ return STATUS_UNSUPPORTED_TEXTURE_SAMPLE_COUNT;
+ }
+
+ if (TextureDesc.ArraySize != 1)
+ {
+ return STATUS_UNSUPPORTED_TEXTURE_ARRAY_SIZE;
+ }
+
+ if (TextureDesc.MipLevels != 1)
+ {
+ return STATUS_UNSUPPORTED_TEXTURE_MIP_COUNT;
+ }
+
+ if (!CreateStagingTexture(pDevice, pDeviceContext, pSRV))
+ {
+ return STATUS_CREATE_TEXTURE_FAILED;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE LockedRect;
+ if (pDeviceContext->Map(m_pStagingTexture, 0, D3D11_MAP_READ, 0, &LockedRect) != S_OK)
+ {
+ return STATUS_MAP_TEXTURE_FAILED;
+ }
+
+ if (fwrite(&TextureDesc, sizeof(TextureDesc), 1, m_pFile) != 1)
+ {
+ return STATUS_FWRITE_FAILED;
+ }
+
+ if (fwrite(&SrvDesc, sizeof(SrvDesc), 1, m_pFile) != 1)
+ {
+ return STATUS_FWRITE_FAILED;
+ }
+
+ if (fwrite(&LockedRect.RowPitch, sizeof(LockedRect.RowPitch), 1, m_pFile) != 1)
+ {
+ return STATUS_FWRITE_FAILED;
+ }
+
+ if (fwrite(LockedRect.pData, TextureDesc.Height * LockedRect.RowPitch, 1, m_pFile) != 1)
+ {
+ return STATUS_FWRITE_FAILED;
+ }
+
+ pDeviceContext->Unmap(m_pStagingTexture, 0);
+
+ return STATUS_OK;
+ }
+
+ FILE* m_pFile;
+ ID3D11Texture2D* m_pBaseTexture;
+ ID3D11Texture2D* m_pStagingTexture;
+};
+
+} // namespace D3D11
+} // namespace SSAO
+} // namespace GFSDK
diff --git a/samples/D3D11/src/SSAO11.cpp b/samples/D3D11/src/SSAO11.cpp
new file mode 100644
index 0000000..4f43ee4
--- /dev/null
+++ b/samples/D3D11/src/SSAO11.cpp
@@ -0,0 +1,598 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include <D3D11.h>
+#include <DirectXMath.h>
+#include <assert.h>
+#include <stdexcept>
+#include <vector>
+
+#include "GFSDK_SSAO.h"
+#include "AntTweakBar.h"
+#include "DeviceManager.h"
+#include "GPUTimers.h"
+#include "BinMeshReader.h"
+#include "SceneRTs.h"
+
+#include "shaders/bin/GeometryVS.h"
+#include "shaders/bin/GeometryPS.h"
+
+#define VERTEX_BIN_FILE_PATH "..\\src\\SibenikVertices.bin"
+#define INDEX_BIN_FILE_PATH "..\\src\\SibenikIndices.bin"
+
+#ifndef SAFE_RELEASE
+#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
+#endif
+
+#ifndef SAFE_DELETE
+#define SAFE_DELETE(p) { if (p) { delete (p); (p)=NULL; } }
+#endif
+
+#ifndef SIZEOF_ARRAY
+#define SIZEOF_ARRAY(A) (sizeof(A) / sizeof(A[0]))
+#endif
+
+#ifndef SAFE_D3D_CALL
+#define SAFE_D3D_CALL(x) { if(FAILED(x)) assert(0); }
+#endif
+
+enum GPUTimeId
+{
+ GPU_TIME_Z,
+ GPU_TIME_AO,
+ GPU_TIME_UI,
+ NUM_GPU_TIMES
+};
+GPUTimers g_GPUTimers;
+
+DeviceManager* g_DeviceManager = NULL;
+bool g_bRenderHUD = true;
+
+using namespace DirectX;
+
+class VisualController : public IVisualController
+{
+public:
+ VisualController()
+ : m_pAOContext(NULL)
+ , m_AORadius(2.f)
+ , m_AOBias(0.2f)
+ , m_BlurAO(true)
+ , m_BlurSharpness(32.f)
+ , m_PowerExponent(2.f)
+ , m_NearAO(1.f)
+ , m_pVB(NULL)
+ , m_pIB(NULL)
+ , m_pConstantBuffer(NULL)
+ , m_pInputLayout(NULL)
+ , m_pGeometryVS(NULL)
+ , m_pGeometryPS(NULL)
+ , m_pDepthStencilState_Enabled(NULL)
+ , m_pBlendState_Disabled(NULL)
+ , m_pRasterizerState_NoCull_NoScissor(NULL)
+ , m_pSceneRTs(NULL)
+ , m_UseGBufferNormals(false)
+ , m_DebugNormals(false)
+ {
+ m_BackBufferDesc = {};
+ }
+
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+ {
+ if (uMsg == WM_KEYDOWN)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+
+ switch (iKeyPressed)
+ {
+ case VK_TAB:
+ g_bRenderHUD = !g_bRenderHUD;
+ return 0;
+ break;
+
+ case VK_ESCAPE:
+ PostQuitMessage(0);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ if (g_bRenderHUD || uMsg == WM_KEYDOWN || uMsg == WM_CHAR)
+ {
+ if (TwEventWin(hWnd, uMsg, wParam, lParam))
+ {
+ return 0; // Event has been handled by AntTweakBar
+ }
+ }
+
+ return 1;
+ }
+
+ virtual void Render(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV)
+ {
+ g_GPUTimers.BeginFrame(pDeviceContext);
+
+ DrawGeometry(pDevice, pDeviceContext);
+
+ DrawHBAO(pDevice, pDeviceContext, pRTV);
+
+ DrawUI(pDevice, pDeviceContext, pRTV, pDSV);
+
+ g_GPUTimers.EndFrame(pDeviceContext);
+ }
+
+ static void TW_CALL CopyStdStringToClient(std::string& destinationClientString, const std::string& sourceLibraryString)
+ {
+ destinationClientString = sourceLibraryString;
+ }
+
+ virtual HRESULT DeviceCreated(ID3D11Device* pDevice)
+ {
+ TwInit(TW_DIRECT3D11, pDevice);
+ TwCopyStdStringToClientFunc(CopyStdStringToClient);
+ InitGeometry(pDevice);
+ InitHBAO(pDevice);
+ InitUI();
+
+ return S_OK;
+ }
+
+ virtual void DeviceDestroyed()
+ {
+ TwTerminate();
+ ReleaseGeometry();
+ ReleaseHBAO();
+ SAFE_DELETE(m_pSceneRTs);
+ }
+
+ virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc)
+ {
+ TwWindowSize(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
+ ReallocateSceneRTs(pDevice, pBackBufferSurfaceDesc);
+ m_BackBufferDesc = *pBackBufferSurfaceDesc;
+ }
+
+private:
+ void InitGeometry(ID3D11Device* pDevice)
+ {
+ if (!LoadVertices(VERTEX_BIN_FILE_PATH, m_Mesh.vertices))
+ {
+ throw std::runtime_error("Failed to load " VERTEX_BIN_FILE_PATH);
+ }
+ if (!LoadIndices(INDEX_BIN_FILE_PATH, m_Mesh.indices))
+ {
+ throw std::runtime_error("Failed to load " INDEX_BIN_FILE_PATH);
+ }
+
+ SAFE_D3D_CALL(pDevice->CreateVertexShader(g_GeometryVS, sizeof(g_GeometryVS), NULL, &m_pGeometryVS));
+ SAFE_D3D_CALL(pDevice->CreatePixelShader(g_GeometryPS, sizeof(g_GeometryPS), NULL, &m_pGeometryPS));
+ }
+
+ void ReallocateSceneRTs(ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc)
+ {
+ SceneRTs::Desc desc;
+ desc.OutputWidth = pBackBufferSurfaceDesc->Width;
+ desc.OutputHeight = pBackBufferSurfaceDesc->Height;
+ desc.BorderPixels = 0;
+ desc.SampleCount = 1;
+
+ SAFE_DELETE(m_pSceneRTs);
+ m_pSceneRTs = new SceneRTs(pd3dDevice, desc);
+ }
+
+ void InitHBAO(ID3D11Device* pDevice)
+ {
+ GFSDK_SSAO_CustomHeap CustomHeap;
+ CustomHeap.new_ = ::operator new;
+ CustomHeap.delete_ = ::operator delete;
+
+ GFSDK_SSAO_Status status;
+ status = GFSDK_SSAO_CreateContext_D3D11(pDevice, &m_pAOContext, &CustomHeap);
+ assert(status == GFSDK_SSAO_OK);
+
+ g_GPUTimers.Create(pDevice, NUM_GPU_TIMES);
+ }
+
+ void InitUI()
+ {
+ TwBar* bar = TwNewBar("barMain");
+
+ TwAddVarRW(bar, "Radius", TW_TYPE_FLOAT, &m_AORadius, "min=1.0 max=8.0 group=AO");
+ TwAddVarRW(bar, "Bias", TW_TYPE_FLOAT, &m_AOBias, "min=0.0 max=0.5 group=AO");
+ TwAddVarRW(bar, "NearAO", TW_TYPE_FLOAT, &m_NearAO, "min=1.0 max=4.0 group=AO");
+ TwAddVarRW(bar, "Power Exponent", TW_TYPE_FLOAT, &m_PowerExponent, "min=0.0 max=4.0 group=AO");
+ TwAddVarRW(bar, "Enable Blur", TW_TYPE_BOOLCPP, &m_BlurAO, "group=Blur");
+ TwAddVarRW(bar, "Blur Sharpness", TW_TYPE_FLOAT, &m_BlurSharpness, "group=Blur min=0.0 max=100.0");
+ TwAddVarRW(bar, "GBuffer Normals", TW_TYPE_BOOLCPP, &m_UseGBufferNormals, "group=Normals");
+ TwAddVarRW(bar, "Debug Normals", TW_TYPE_BOOLCPP, &m_DebugNormals, "group=Normals");
+ }
+
+ void UpdateUI()
+ {
+ const int barWidth = 200;
+ const int barHeight = 200;
+ const int border = 20;
+
+ char buffer[2048];
+ _snprintf_s(buffer, sizeof(buffer),
+ "barMain label='HBAO+' color='19 25 19' alpha=128 size='%d %d' position='%d %d' valueswidth=fit",
+ barWidth, barHeight,
+ m_BackBufferDesc.Width - barWidth - border, border);
+ TwDefine(buffer);
+ }
+
+ void DrawText()
+ {
+ char msg[1024];
+
+ TwBeginText(2, 0, 0, 220);
+
+ GFSDK_SSAO_Version Version;
+ GFSDK_SSAO_Status Status;
+ Status = GFSDK_SSAO_GetVersion(&Version);
+ assert(Status == GFSDK_SSAO_OK);
+
+ unsigned int Color = 0xFFFFFFFF;
+ unsigned int BgColor = 0xFF000000;
+
+ _snprintf_s(msg, sizeof(msg), "D3D11 HBAO+ %d.%d.%d.%d", Version.Major, Version.Minor, Version.Branch, Version.Revision);
+ TwAddTextLine(msg, Color, BgColor);
+
+ _snprintf_s(msg, sizeof(msg), "Resolution: %d x %d", m_BackBufferDesc.Width, m_BackBufferDesc.Height);
+ TwAddTextLine(msg, Color, BgColor);
+
+ _snprintf_s(msg, sizeof(msg), "GPU times (ms): Z=%.2f AO=%.2f",
+ g_GPUTimers.GetGPUTimeInMS(GPU_TIME_Z),
+ g_GPUTimers.GetGPUTimeInMS(GPU_TIME_AO));
+ TwAddTextLine(msg, Color, BgColor);
+
+ _snprintf_s(msg, sizeof(msg), "Allocated Video Memory: %d MB", m_pAOContext->GetAllocatedVideoMemoryBytes() / (1024 * 1024));
+ TwAddTextLine(msg, Color, BgColor);
+
+ TwEndText();
+ }
+
+ void DrawUI(ID3D11Device* , ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV)
+ {
+ GPUTimer TimerScope(&g_GPUTimers, pDeviceContext, GPU_TIME_UI);
+
+ if (!g_bRenderHUD)
+ {
+ return;
+ }
+
+ pDeviceContext->OMSetRenderTargets(1, &pRTV, pDSV);
+ pDeviceContext->OMSetDepthStencilState(NULL, 0);
+ pDeviceContext->OMSetBlendState(NULL, NULL, 0xffffffff);
+
+ UpdateUI();
+ DrawText();
+ TwDraw();
+ }
+
+ void DrawGeometry(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext)
+ {
+ GPUTimer TimerScope(&g_GPUTimers, pDeviceContext, GPU_TIME_Z);
+
+ D3D11_VIEWPORT Viewport;
+ Viewport.TopLeftX = 0.f;
+ Viewport.TopLeftY = 0.f;
+ Viewport.MinDepth = 0.f;
+ Viewport.MaxDepth = 1.f;
+ Viewport.Width = FLOAT(m_pSceneRTs->Width);
+ Viewport.Height = FLOAT(m_pSceneRTs->Height);
+ pDeviceContext->RSSetViewports(1, &Viewport);
+
+ float ClearColor[4] = { 1.f, 1.f, 1.f, 0.f };
+ pDeviceContext->ClearRenderTargetView(m_pSceneRTs->ColorRTV, ClearColor);
+ pDeviceContext->ClearDepthStencilView(m_pSceneRTs->DepthStencilDSV, D3D11_CLEAR_DEPTH, 1.0, 0);
+
+ if (m_UseGBufferNormals)
+ {
+ ID3D11RenderTargetView* pMRTs[] = { NULL, m_pSceneRTs->NormalRTV };
+ pDeviceContext->OMSetRenderTargets(SIZEOF_ARRAY(pMRTs), pMRTs, m_pSceneRTs->DepthStencilDSV);
+ }
+ else
+ {
+ pDeviceContext->OMSetRenderTargets(0, NULL, m_pSceneRTs->DepthStencilDSV);
+ }
+
+ if (!m_pDepthStencilState_Enabled)
+ {
+ static D3D11_DEPTH_STENCIL_DESC DepthStencilStateDesc =
+ {
+ FALSE, //DepthEnable
+ D3D11_DEPTH_WRITE_MASK_ZERO, //DepthWriteMask
+ D3D11_COMPARISON_NEVER, //DepthFunc
+ FALSE, //StencilEnable
+ 0, //StencilReadMask
+ 0xFF, //StencilWriteMask
+
+ { D3D11_STENCIL_OP_REPLACE, //StencilFailOp
+ D3D11_STENCIL_OP_REPLACE, //StencilDepthFailOp
+ D3D11_STENCIL_OP_REPLACE, //StencilPassOp
+ D3D11_COMPARISON_ALWAYS //StencilFunc
+ }, //FrontFace
+
+ { D3D11_STENCIL_OP_REPLACE, //StencilFailOp
+ D3D11_STENCIL_OP_REPLACE, //StencilDepthFailOp
+ D3D11_STENCIL_OP_REPLACE, //StencilPassOp
+ D3D11_COMPARISON_ALWAYS //StencilFunc
+ } //BackFace
+ };
+ DepthStencilStateDesc.DepthEnable = TRUE;
+ DepthStencilStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ DepthStencilStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+ DepthStencilStateDesc.StencilEnable = FALSE;
+ SAFE_D3D_CALL(pDevice->CreateDepthStencilState(&DepthStencilStateDesc, &m_pDepthStencilState_Enabled));
+ }
+ pDeviceContext->OMSetDepthStencilState(m_pDepthStencilState_Enabled, 0);
+
+ if (!m_pBlendState_Disabled)
+ {
+ D3D11_BLEND_DESC BlendStateDesc;
+ BlendStateDesc.AlphaToCoverageEnable = FALSE;
+ BlendStateDesc.IndependentBlendEnable = TRUE;
+ for (int i = 0; i < SIZEOF_ARRAY(BlendStateDesc.RenderTarget); ++i)
+ {
+ BlendStateDesc.RenderTarget[i].BlendEnable = FALSE;
+ BlendStateDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ }
+ SAFE_D3D_CALL(pDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Disabled));
+ }
+ pDeviceContext->OMSetBlendState(m_pBlendState_Disabled, NULL, 0xFFFFFFFF);
+
+ if (!m_pRasterizerState_NoCull_NoScissor)
+ {
+ static D3D11_RASTERIZER_DESC RasterStateDesc =
+ {
+ D3D11_FILL_SOLID, //FillMode
+ D3D11_CULL_NONE, //CullMode
+ 0x0, //FrontCounterClockwise
+ 0x0/*0.000000f*/, //DepthBias
+ 0.f, //DepthBiasClamp
+ 0.f, //SlopeScaledDepthBias
+ 0x1, //DepthClipEnable
+ 0x0, //ScissorEnable
+ 0x0, //MultisampleEnable
+ 0x0 //AntialiasedLineEnable
+ };
+ SAFE_D3D_CALL(pDevice->CreateRasterizerState(&RasterStateDesc, &m_pRasterizerState_NoCull_NoScissor));
+ }
+ pDeviceContext->RSSetState(m_pRasterizerState_NoCull_NoScissor);
+
+ pDeviceContext->VSSetShader(m_pGeometryVS, NULL, 0);
+ pDeviceContext->PSSetShader(m_pGeometryPS, NULL, 0);
+
+ struct GlobalConstantBuffer
+ {
+ XMMATRIX WorldView;
+ XMMATRIX WorldViewInverse;
+ XMMATRIX WorldViewProjection;
+ float IsWhite;
+ float Pad[3];
+ };
+
+ if (!m_pConstantBuffer)
+ {
+ static D3D11_BUFFER_DESC desc =
+ {
+ sizeof(GlobalConstantBuffer), //ByteWidth
+ D3D11_USAGE_DEFAULT, //Usage
+ D3D11_BIND_CONSTANT_BUFFER, //BindFlags
+ 0, //CPUAccessFlags
+ 0 //MiscFlags
+ };
+ SAFE_D3D_CALL(pDevice->CreateBuffer(&desc, NULL, &m_pConstantBuffer));
+ }
+
+ float NearPlane = .01f;
+ float FarPlane = 500.0f;
+ float AspectRatio = (float)m_BackBufferDesc.Width / (float)m_BackBufferDesc.Height;
+ m_ViewInfo.ProjectionMatrix = XMMatrixPerspectiveFovLH(40.f * 3.141592f / 180.f, AspectRatio, NearPlane, FarPlane);
+ m_ViewInfo.WorldViewMatrix = XMMatrixIdentity();
+
+ XMMATRIX WorldViewMatrix;
+ GlobalConstantBuffer Constants = {};
+ Constants.WorldView = m_ViewInfo.WorldViewMatrix;
+ Constants.WorldViewProjection = m_ViewInfo.ProjectionMatrix;
+ Constants.IsWhite = true;
+ Constants.WorldViewInverse = XMMatrixInverse(NULL, Constants.WorldView);
+ pDeviceContext->UpdateSubresource(m_pConstantBuffer, 0, NULL, &Constants, 0, 0);
+
+ pDeviceContext->VSSetConstantBuffers(0, 1, &m_pConstantBuffer);
+ pDeviceContext->PSSetConstantBuffers(0, 1, &m_pConstantBuffer);
+
+ if (!m_pVB)
+ {
+ static D3D11_BUFFER_DESC BufferDesc =
+ {
+ UINT(m_Mesh.vertices.size() * sizeof(m_Mesh.vertices[0])), //ByteWidth
+ D3D11_USAGE_DEFAULT, //Usage
+ D3D11_BIND_VERTEX_BUFFER, //BindFlags
+ 0, //CPUAccessFlags
+ 0, //MiscFlags
+ 0 //StructureByteStride
+ };
+
+ D3D11_SUBRESOURCE_DATA SubResourceData = { m_Mesh.vertices.data() /*pSysMem*/, 0 /*SysMemPitch*/, 0 /*SysMemSlicePitch*/ };
+ SAFE_D3D_CALL(pDevice->CreateBuffer(&BufferDesc, &SubResourceData, &m_pVB));
+ }
+
+ if (!m_pIB)
+ {
+ static D3D11_BUFFER_DESC BufferDesc =
+ {
+ UINT(m_Mesh.indices.size() * sizeof(m_Mesh.indices[0])), //ByteWidth
+ D3D11_USAGE_DEFAULT, //Usage
+ D3D11_BIND_INDEX_BUFFER, //BindFlags
+ 0, //CPUAccessFlags
+ 0, //MiscFlags
+ 0 //StructureByteStride
+ };
+
+ D3D11_SUBRESOURCE_DATA SubResourceData = { m_Mesh.indices.data() /*pSysMem*/, 0 /*SysMemPitch*/, 0 /*SysMemSlicePitch*/ };
+ SAFE_D3D_CALL(pDevice->CreateBuffer(&BufferDesc, &SubResourceData, &m_pIB));
+ }
+
+ if (!m_pInputLayout)
+ {
+ D3D11_INPUT_ELEMENT_DESC VertexLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ UINT NumElements = sizeof(VertexLayout) / sizeof(VertexLayout[0]);
+ SAFE_D3D_CALL(pDevice->CreateInputLayout(VertexLayout, NumElements, g_GeometryVS, sizeof(g_GeometryVS), &m_pInputLayout));
+ }
+
+ assert(sizeof(m_Mesh.indices[0]) == 4);
+ DXGI_FORMAT IBFormat = DXGI_FORMAT_R32_UINT;
+ UINT Stride = sizeof(m_Mesh.vertices[0]);
+ UINT Offset = 0;
+ pDeviceContext->IASetVertexBuffers(0, 1, &m_pVB, &Stride, &Offset);
+ pDeviceContext->IASetIndexBuffer(m_pIB, IBFormat, 0);
+ pDeviceContext->IASetInputLayout(m_pInputLayout);
+ pDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ pDeviceContext->DrawIndexed(UINT(m_Mesh.indices.size()), 0, 0);
+ }
+
+ void DrawHBAO(ID3D11Device*, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV)
+ {
+ GPUTimer TimerScope(&g_GPUTimers, pDeviceContext, GPU_TIME_AO);
+
+ GFSDK_SSAO_InputData_D3D11 Input;
+
+ Input.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
+ Input.DepthData.pFullResDepthTextureSRV = m_pSceneRTs->DepthStencilSRV;
+ Input.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4((CONST FLOAT*)&m_ViewInfo.ProjectionMatrix);
+ Input.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
+ Input.DepthData.MetersToViewSpaceUnits = 0.005f;
+
+ if (m_UseGBufferNormals)
+ {
+ Input.NormalData.Enable = TRUE;
+ Input.NormalData.pFullResNormalTextureSRV = m_pSceneRTs->NormalSRV;
+ Input.NormalData.WorldToViewMatrix.Data = GFSDK_SSAO_Float4x4((CONST FLOAT*)&m_ViewInfo.WorldViewMatrix);
+ Input.NormalData.WorldToViewMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
+ Input.NormalData.DecodeScale = 2.f;
+ Input.NormalData.DecodeBias = -1.f;
+ }
+
+ GFSDK_SSAO_Output_D3D11 Output;
+ Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV;
+ Output.Blend.Mode = GFSDK_SSAO_OVERWRITE_RGB;
+
+ GFSDK_SSAO_Parameters AOParams;
+ AOParams.Radius = m_AORadius;
+ AOParams.Bias = m_AOBias;
+ AOParams.NearAO = m_NearAO;
+ AOParams.FarAO = 1.f;
+ AOParams.PowerExponent = m_PowerExponent;
+ AOParams.Blur.Enable = m_BlurAO;
+ AOParams.Blur.Sharpness = m_BlurSharpness;
+ AOParams.Blur.Radius = GFSDK_SSAO_BLUR_RADIUS_4;
+
+ const GFSDK_SSAO_RenderMask RenderMask = m_DebugNormals ? GFSDK_SSAO_RENDER_DEBUG_NORMAL_Z : GFSDK_SSAO_RENDER_AO;
+
+ GFSDK_SSAO_Status Status;
+ Status = m_pAOContext->RenderAO(pDeviceContext, Input, AOParams, Output, RenderMask);
+ assert(Status == GFSDK_SSAO_OK);
+ }
+
+ void ReleaseHBAO()
+ {
+ SAFE_RELEASE(m_pAOContext);
+
+ g_GPUTimers.Release();
+ }
+
+ void ReleaseGeometry()
+ {
+ SAFE_RELEASE(m_pVB);
+ SAFE_RELEASE(m_pIB);
+ SAFE_RELEASE(m_pConstantBuffer);
+ SAFE_RELEASE(m_pInputLayout);
+
+ SAFE_RELEASE(m_pDepthStencilState_Enabled);
+ SAFE_RELEASE(m_pBlendState_Disabled);
+ SAFE_RELEASE(m_pRasterizerState_NoCull_NoScissor);
+ }
+
+ DXGI_SURFACE_DESC m_BackBufferDesc;
+ GFSDK_SSAO_Context_D3D11* m_pAOContext;
+ float m_AORadius;
+ float m_AOBias;
+ bool m_BlurAO;
+ float m_BlurSharpness;
+ float m_PowerExponent;
+ float m_NearAO;
+
+ Mesh m_Mesh;
+ ID3D11Buffer* m_pVB;
+ ID3D11Buffer* m_pIB;
+ ID3D11Buffer* m_pConstantBuffer;
+ ID3D11InputLayout* m_pInputLayout;
+ ID3D11VertexShader* m_pGeometryVS;
+ ID3D11PixelShader* m_pGeometryPS;
+
+ struct ViewInfo
+ {
+ XMMATRIX WorldViewMatrix;
+ XMMATRIX ProjectionMatrix;
+ };
+ ViewInfo m_ViewInfo;
+
+ ID3D11DepthStencilState* m_pDepthStencilState_Enabled;
+ ID3D11BlendState* m_pBlendState_Disabled;
+ ID3D11RasterizerState* m_pRasterizerState_NoCull_NoScissor;
+
+ SceneRTs* m_pSceneRTs;
+ bool m_UseGBufferNormals;
+ bool m_DebugNormals;
+};
+
+int WINAPI wWinMain(HINSTANCE , HINSTANCE , LPWSTR , int )
+{
+ // Enable run-time memory check for debug builds.
+#if defined(DEBUG)
+ _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
+#endif
+
+ g_DeviceManager = new DeviceManager();
+ VisualController Controller;
+ g_DeviceManager->AddControllerToFront(&Controller);
+
+ DeviceCreationParameters DeviceParams;
+#if _DEBUG
+ DeviceParams.createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ DeviceParams.swapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ DeviceParams.swapChainSampleCount = 1;
+ DeviceParams.startFullscreen = false;
+ DeviceParams.backBufferWidth = 1280;
+ DeviceParams.backBufferHeight = 720;
+
+ if(FAILED(g_DeviceManager->CreateWindowDeviceAndSwapChain(DeviceParams, L"NVIDIA HBAO+")))
+ {
+ MessageBox(NULL, L"Cannot initialize the D3D11 device with the requested parameters", L"Error", MB_OK | MB_ICONERROR);
+ return 1;
+ }
+
+ g_DeviceManager->MessageLoop();
+
+ delete g_DeviceManager; // destructor calls Shutdown()
+
+ return 0;
+}
diff --git a/samples/D3D11/src/SSAO11.manifest b/samples/D3D11/src/SSAO11.manifest
new file mode 100644
index 0000000..504a407
--- /dev/null
+++ b/samples/D3D11/src/SSAO11.manifest
@@ -0,0 +1,22 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
+<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
+ <assemblyIdentity
+ version="1.0.0.0"
+ processorArchitecture="*"
+ name="NVIDIA.DX11SDK.SSAO11"
+ type="win32"
+/>
+ <description>SSAO11</description>
+ <dependency>
+ <dependentAssembly>
+ <assemblyIdentity
+ type="win32"
+ name="Microsoft.Windows.Common-Controls"
+ version="6.0.0.0"
+ processorArchitecture="*"
+ publicKeyToken="6595b64144ccf1df"
+ language="*"
+ />
+ </dependentAssembly>
+ </dependency>
+</assembly>
diff --git a/samples/D3D11/src/SSAO11.rc b/samples/D3D11/src/SSAO11.rc
new file mode 100644
index 0000000..628e3ee
--- /dev/null
+++ b/samples/D3D11/src/SSAO11.rc
@@ -0,0 +1,72 @@
+// Microsoft Visual C++ generated resource script.
+//
+
+#define APSTUDIO_READONLY_SYMBOLS
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 2 resource.
+//
+#include "WinResRc.h"
+
+/////////////////////////////////////////////////////////////////////////////
+#undef APSTUDIO_READONLY_SYMBOLS
+
+/////////////////////////////////////////////////////////////////////////////
+// English (U.S.) resources
+
+#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
+#ifdef _WIN32
+LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
+#pragma code_page(1252)
+#endif //_WIN32
+
+
+#ifdef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// TEXTINCLUDE
+//
+
+1 TEXTINCLUDE
+BEGIN
+ "resource.h\0"
+END
+
+2 TEXTINCLUDE
+BEGIN
+ "#include ""WinResRc.h""\r\n"
+ "\0"
+END
+
+3 TEXTINCLUDE
+BEGIN
+ "\r\n"
+ "\0"
+END
+
+#endif // APSTUDIO_INVOKED
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Icon
+//
+
+// Icon with lowest ID value placed first to ensure application icon
+// remains consistent on all systems.
+IDI_ICON1 ICON "..\\Media\\directx.ico"
+#endif // English (U.S.) resources
+/////////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 3 resource.
+//
+
+
+/////////////////////////////////////////////////////////////////////////////
+#endif // not APSTUDIO_INVOKED
+
diff --git a/samples/D3D11/src/SSAO11_2015.sln b/samples/D3D11/src/SSAO11_2015.sln
new file mode 100644
index 0000000..37ced06
--- /dev/null
+++ b/samples/D3D11/src/SSAO11_2015.sln
@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.24720.0
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Demo", "SSAO11_2015.vcxproj", "{A66D14E4-918C-493C-81C9-7661CCCE336D}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x86 = Debug|x86
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {A66D14E4-918C-493C-81C9-7661CCCE336D}.Debug|x86.ActiveCfg = Debug|Win32
+ {A66D14E4-918C-493C-81C9-7661CCCE336D}.Debug|x86.Build.0 = Debug|Win32
+ {A66D14E4-918C-493C-81C9-7661CCCE336D}.Release|x86.ActiveCfg = Release|Win32
+ {A66D14E4-918C-493C-81C9-7661CCCE336D}.Release|x86.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/samples/D3D11/src/SSAO11_2015.vcxproj b/samples/D3D11/src/SSAO11_2015.vcxproj
new file mode 100644
index 0000000..e456aa6
--- /dev/null
+++ b/samples/D3D11/src/SSAO11_2015.vcxproj
@@ -0,0 +1,451 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectName>SampleApp_D3D11</ProjectName>
+ <ProjectGuid>{A66D14E4-918C-493C-81C9-7661CCCE336D}</ProjectGuid>
+ <RootNamespace>EmptyProject10</RootNamespace>
+ <Keyword>Win32Proj</Keyword>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v100</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v100</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v100</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup>
+ <_ProjectFileVersion>11.0.50727.1</_ProjectFileVersion>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <LinkIncremental>true</LinkIncremental>
+ <GenerateManifest>true</GenerateManifest>
+ <EmbedManifest>true</EmbedManifest>
+ <TargetName>$(ProjectName)d.win32</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <LinkIncremental>true</LinkIncremental>
+ <GenerateManifest>true</GenerateManifest>
+ <EmbedManifest>true</EmbedManifest>
+ <TargetName>$(ProjectName)d.win64</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <LinkIncremental>true</LinkIncremental>
+ <EmbedManifest>false</EmbedManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <LinkIncremental>false</LinkIncremental>
+ <GenerateManifest>true</GenerateManifest>
+ <EmbedManifest>true</EmbedManifest>
+ <TargetName>$(ProjectName).win32</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <LinkIncremental>false</LinkIncremental>
+ <GenerateManifest>true</GenerateManifest>
+ <EmbedManifest>true</EmbedManifest>
+ <TargetName>$(ProjectName).win64</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <LinkIncremental>false</LinkIncremental>
+ <EmbedManifest>false</EmbedManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'">
+ <OutDir>..\..\Bin\</OutDir>
+ <IntDir>..\..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <LinkIncremental>false</LinkIncremental>
+ <EmbedManifest>false</EmbedManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">
+ <IntDir>..\Temp\$(Configuration)\$(ProjectName)\</IntDir>
+ <OutDir>..\Bin\</OutDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <MinimalRebuild>true</MinimalRebuild>
+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>
+ </PrecompiledHeaderFile>
+ <PrecompiledHeaderOutputFile>
+ </PrecompiledHeaderOutputFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
+ </ClCompile>
+ <ResourceCompile>
+ <Culture>0x0000</Culture>
+ </ResourceCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win32.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win32;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <ManifestFile>$(IntDir)$(ProjectName).manifest</ManifestFile>
+ <IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(TargetDir)$(TargetName).pdb</ProgramDatabaseFile>
+ <SubSystem>Windows</SubSystem>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention />
+ <TargetMachine>MachineX86</TargetMachine>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D11.win32.dll ..\Bin
+copy /Y ..\external\AntTweakBar\1.16\lib\win32\AntTweakBar.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <PrecompiledHeaderFile>DXUT.h</PrecompiledHeaderFile>
+ <PrecompiledHeaderOutputFile>
+ </PrecompiledHeaderOutputFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <ResourceCompile>
+ <Culture>0x0000</Culture>
+ </ResourceCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win32.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win32;..\external\zlib\lib\x86;%OUTPUT_DIR_LIB%;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <ManifestFile>$(IntDir)$(ProjectName).manifest</ManifestFile>
+ <IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(TargetDir)$(TargetName).pdb</ProgramDatabaseFile>
+ <SubSystem>Windows</SubSystem>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D11.win64.dll ..\Bin
+copy /Y ..\external\AntTweakBar\1.16\lib\win64\AntTweakBar64.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <Midl>
+ <TargetEnvironment>X64</TargetEnvironment>
+ </Midl>
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;PROFILE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <MinimalRebuild>true</MinimalRebuild>
+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>
+ </PrecompiledHeaderFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win64.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(OutDir)EmptyProject10.pdb</ProgramDatabaseFile>
+ <SubSystem>Windows</SubSystem>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention />
+ <TargetMachine>MachineX64</TargetMachine>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win64;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <OmitFramePointers>true</OmitFramePointers>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling>Sync</ExceptionHandling>
+ <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>
+ </PrecompiledHeaderFile>
+ <PrecompiledHeaderOutputFile>
+ </PrecompiledHeaderOutputFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat />
+ </ClCompile>
+ <ResourceCompile>
+ <Culture>0x0000</Culture>
+ </ResourceCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win32.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win32;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <ManifestFile>$(IntDir)$(ProjectName).manifest</ManifestFile>
+ <IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>false</GenerateDebugInformation>
+ <SubSystem>Windows</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention />
+ <TargetMachine>MachineX86</TargetMachine>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D11.win32.dll ..\Bin
+copy /Y ..\external\AntTweakBar\1.16\lib\win32\AntTweakBar.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <OmitFramePointers>true</OmitFramePointers>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling>Sync</ExceptionHandling>
+ <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <PrecompiledHeaderFile>DXUT.h</PrecompiledHeaderFile>
+ <PrecompiledHeaderOutputFile>
+ </PrecompiledHeaderOutputFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>
+ </DebugInformationFormat>
+ </ClCompile>
+ <ResourceCompile>
+ <Culture>0x0000</Culture>
+ </ResourceCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win32.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)$(ProjectName).win32.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win32;%OUTPUT_DIR_LIB%;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <ManifestFile>$(IntDir)$(ProjectName).manifest</ManifestFile>
+ <IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>false</GenerateDebugInformation>
+ <SubSystem>Windows</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D11.win64.dll ..\Bin
+copy /Y ..\external\AntTweakBar\1.16\lib\win64\AntTweakBar64.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <Midl>
+ <TargetEnvironment>X64</TargetEnvironment>
+ </Midl>
+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <OmitFramePointers>true</OmitFramePointers>
+ <AdditionalIncludeDirectories>..\external\AntTweakBar\1.16\include;..\external\zlib\1.2.8\src;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling>Async</ExceptionHandling>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>
+ </PrecompiledHeaderFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>GFSDK_SSAO_D3D11.win64.lib;dxguid.lib;d3d11.lib;winmm.lib;comctl32.lib;dxgi.lib;d3dcompiler.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <SubSystem>Windows</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention />
+ <TargetMachine>MachineX64</TargetMachine>
+ <AdditionalLibraryDirectories>..\external\AntTweakBar\1.16\Lib\Win64;..\..\..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'">
+ <Midl>
+ <TargetEnvironment>X64</TargetEnvironment>
+ </Midl>
+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <OmitFramePointers>true</OmitFramePointers>
+ <AdditionalIncludeDirectories>..\..\..\public\testapp\include\DXSDK;..\..\..\public\testapp\include\DXUT\Core;..\..\..\public\testapp\include\DXUT\Optional;..\..\..\public\lib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;PROFILE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling />
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <PrecompiledHeader>Create</PrecompiledHeader>
+ <PrecompiledHeaderFile>DXUT.h</PrecompiledHeaderFile>
+ <WarningLevel>Level4</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <AdditionalOptions>/IGNORE:4089 %(AdditionalOptions)</AdditionalOptions>
+ <AdditionalDependencies>dxerr9.lib;dxguid.lib;d3dx9.lib;d3d9.lib;winmm.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <OutputFile>$(OutDir)EmptyProject10.exe</OutputFile>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <SubSystem>Windows</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <RandomizedBaseAddress>false</RandomizedBaseAddress>
+ <DataExecutionPrevention />
+ <TargetMachine>MachineX64</TargetMachine>
+ <AdditionalLibraryDirectories>..\..\lib\x64;..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">
+ <ClCompile>
+ <AdditionalIncludeDirectories>..\external\DXSDK\June_2010\Include;..\include\DXUT\Core;..\include\DXUT\Optional;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <AdditionalLibraryDirectories>..\external\DXSDK\June_2010\Lib\x86;%OUTPUT_DIR_LIB%;..\..\..\lib;..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO.win32.dll ..\Bin
+ </Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Profile|x64'">
+ <ClCompile>
+ <AdditionalIncludeDirectories>..\external\DXSDK\June_2010\Include;..\include\DXUT\Core;..\include\DXUT\Optional;..\..\..\lib;..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <AdditionalLibraryDirectories>..\external\DXSDK\June_2010\Lib\x86;%OUTPUT_DIR_LIB%;..\..\..\lib;..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO.win32.dll ..\Bin
+ </Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="DeviceManager.cpp" />
+ <ClCompile Include="GPUTimers.cpp" />
+ <ClCompile Include="SSAO11.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\lib\GFSDK_SSAO.h" />
+ <ClInclude Include="..\external\AntTweakBar\1.16\include\AntTweakBar.h" />
+ <ClInclude Include="BinMeshReader.h" />
+ <ClInclude Include="DeviceManager.h" />
+ <ClInclude Include="GPUTimers.h" />
+ <ClInclude Include="SceneRTs.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <Image Include="..\..\Media\directx.ico" />
+ </ItemGroup>
+ <ItemGroup>
+ <Manifest Include="SSAO11.manifest" />
+ </ItemGroup>
+ <ItemGroup>
+ <ResourceCompile Include="SSAO11.rc" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+</Project> \ No newline at end of file
diff --git a/samples/D3D11/src/SSAO11_2015.vcxproj.filters b/samples/D3D11/src/SSAO11_2015.vcxproj.filters
new file mode 100644
index 0000000..2fad1ae
--- /dev/null
+++ b/samples/D3D11/src/SSAO11_2015.vcxproj.filters
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="SSAO11.cpp" />
+ <ClCompile Include="GPUTimers.cpp" />
+ <ClCompile Include="DeviceManager.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="GPUTimers.h" />
+ <ClInclude Include="DeviceManager.h" />
+ <ClInclude Include="..\external\AntTweakBar\1.16\include\AntTweakBar.h" />
+ <ClInclude Include="BinMeshReader.h" />
+ <ClInclude Include="SceneRTs.h" />
+ <ClInclude Include="..\..\..\lib\GFSDK_SSAO.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ResourceCompile Include="SSAO11.rc" />
+ </ItemGroup>
+ <ItemGroup>
+ <Manifest Include="SSAO11.manifest" />
+ </ItemGroup>
+ <ItemGroup>
+ <Image Include="..\..\Media\directx.ico" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D11/src/SceneRTs.h b/samples/D3D11/src/SceneRTs.h
new file mode 100644
index 0000000..7e40d85
--- /dev/null
+++ b/samples/D3D11/src/SceneRTs.h
@@ -0,0 +1,196 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#pragma once
+
+#include <D3D11.h>
+
+#ifndef SAFE_RELEASE
+#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
+#endif
+
+struct SceneRTs
+{
+ struct Desc
+ {
+ UINT OutputWidth;
+ UINT OutputHeight;
+ UINT BorderPixels;
+ UINT SampleCount;
+ };
+
+ SceneRTs(ID3D11Device* pDevice, Desc &desc)
+ : Width(desc.OutputWidth + 2 * desc.BorderPixels)
+ , Height(desc.OutputHeight + 2 * desc.BorderPixels)
+ , OutputWidth(desc.OutputWidth)
+ , OutputHeight(desc.OutputHeight)
+ , BorderPixels(desc.BorderPixels)
+ , SampleCount(desc.SampleCount)
+ {
+ CreateGBufferTextures(pDevice);
+ CreateOutputTexture(pDevice);
+ CreateDepthTexture(pDevice);
+ }
+
+ void CreateGBufferTextures(ID3D11Device* pDevice)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texDesc.Width = Width;
+ texDesc.Height = Height;
+ texDesc.ArraySize = 1;
+ texDesc.MiscFlags = 0;
+ texDesc.MipLevels = 1;
+ texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.CPUAccessFlags = NULL;
+
+ // Allocate MSAA color buffer
+ texDesc.SampleDesc.Count = SampleCount;
+ texDesc.SampleDesc.Quality = 0;
+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ pDevice->CreateTexture2D(&texDesc, NULL, &ColorTexture);
+ pDevice->CreateRenderTargetView(ColorTexture, NULL, &ColorRTV);
+ pDevice->CreateShaderResourceView(ColorTexture, NULL, &ColorSRV);
+
+ // Allocate MSAA normal buffer
+ texDesc.Format = DXGI_FORMAT_R11G11B10_FLOAT;
+
+ pDevice->CreateTexture2D(&texDesc, NULL, &NormalTexture);
+ pDevice->CreateRenderTargetView(NormalTexture, NULL, &NormalRTV);
+ pDevice->CreateShaderResourceView(NormalTexture, NULL, &NormalSRV);
+
+ // Allocate non-MSAA color buffer
+ texDesc.SampleDesc.Count = 1;
+ texDesc.SampleDesc.Quality = 0;
+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ pDevice->CreateTexture2D(&texDesc, NULL, &ResolvedColorTexture);
+ pDevice->CreateRenderTargetView(ColorTexture, NULL, &ResolvedColorRTV);
+ pDevice->CreateShaderResourceView(ColorTexture, NULL, &ResolvedColorSRV);
+ }
+
+ void CreateOutputTexture(ID3D11Device* pDevice)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texDesc.Width = OutputWidth;
+ texDesc.Height = OutputHeight;
+ texDesc.ArraySize = 1;
+ texDesc.MiscFlags = 0;
+ texDesc.MipLevels = 1;
+ texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.CPUAccessFlags = NULL;
+ texDesc.SampleDesc.Count = 1;
+ texDesc.SampleDesc.Quality = 0;
+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ pDevice->CreateTexture2D(&texDesc, NULL, &OutputTexture);
+ pDevice->CreateRenderTargetView(OutputTexture, NULL, &OutputRTV);
+ pDevice->CreateShaderResourceView(OutputTexture, NULL, &OutputSRV);
+ }
+
+ void CreateDepthTexture(ID3D11Device* pDevice)
+ {
+ // Create a hardware-depth texture that can be fetched from a shader.
+ // To do so, use a TYPELESS format and set the D3D11_BIND_SHADER_RESOURCE flag.
+ // D3D10.0 did not allow creating such a depth texture with SampleCount > 1.
+ // This is now possible since D3D10.1.
+ D3D11_TEXTURE2D_DESC texDesc;
+ texDesc.ArraySize = 1;
+ texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
+ texDesc.CPUAccessFlags = NULL;
+ texDesc.Width = Width;
+ texDesc.Height = Height;
+ texDesc.MipLevels = 1;
+ texDesc.MiscFlags = NULL;
+ texDesc.SampleDesc.Count = SampleCount;
+ texDesc.SampleDesc.Quality = 0;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
+ pDevice->CreateTexture2D(&texDesc, NULL, &DepthStencilTexture);
+
+ // Create a depth-stencil view
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ if (SampleCount > 1)
+ {
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ }
+ else
+ {
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ }
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0; // new in D3D11
+ pDevice->CreateDepthStencilView(DepthStencilTexture, &dsvDesc, &DepthStencilDSV);
+
+ // Create a shader resource view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ if (SampleCount > 1)
+ {
+ srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ }
+ else
+ {
+ srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = 1;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ }
+ pDevice->CreateShaderResourceView(DepthStencilTexture, &srvDesc, &DepthStencilSRV);
+ }
+
+ ~SceneRTs()
+ {
+ SAFE_RELEASE(ColorTexture);
+ SAFE_RELEASE(ColorRTV);
+ SAFE_RELEASE(ColorSRV);
+
+ SAFE_RELEASE(ResolvedColorTexture);
+ SAFE_RELEASE(ResolvedColorRTV);
+ SAFE_RELEASE(ResolvedColorSRV);
+
+ SAFE_RELEASE(NormalTexture);
+ SAFE_RELEASE(NormalRTV);
+ SAFE_RELEASE(NormalSRV);
+
+ SAFE_RELEASE(OutputTexture);
+ SAFE_RELEASE(OutputRTV);
+ SAFE_RELEASE(OutputSRV);
+
+ SAFE_RELEASE(DepthStencilTexture);
+ SAFE_RELEASE(DepthStencilSRV);
+ SAFE_RELEASE(DepthStencilDSV);
+ }
+
+ UINT Width;
+ UINT Height;
+ UINT OutputWidth;
+ UINT OutputHeight;
+ UINT BorderPixels;
+ UINT SampleCount;
+ ID3D11Texture2D* ColorTexture;
+ ID3D11RenderTargetView* ColorRTV;
+ ID3D11ShaderResourceView* ColorSRV;
+ ID3D11Texture2D* ResolvedColorTexture;
+ ID3D11RenderTargetView* ResolvedColorRTV;
+ ID3D11ShaderResourceView* ResolvedColorSRV;
+ ID3D11Texture2D* NormalTexture;
+ ID3D11RenderTargetView* NormalRTV;
+ ID3D11ShaderResourceView* NormalSRV;
+ ID3D11Texture2D* OutputTexture;
+ ID3D11RenderTargetView* OutputRTV;
+ ID3D11ShaderResourceView* OutputSRV;
+ ID3D11Texture2D* DepthStencilTexture;
+ ID3D11ShaderResourceView* DepthStencilSRV;
+ ID3D11DepthStencilView* DepthStencilDSV;
+};
diff --git a/samples/D3D11/src/SibenikIndices.bin b/samples/D3D11/src/SibenikIndices.bin
new file mode 100644
index 0000000..8775c0c
--- /dev/null
+++ b/samples/D3D11/src/SibenikIndices.bin
Binary files differ
diff --git a/samples/D3D11/src/SibenikVertices.bin b/samples/D3D11/src/SibenikVertices.bin
new file mode 100644
index 0000000..561d39e
--- /dev/null
+++ b/samples/D3D11/src/SibenikVertices.bin
Binary files differ
diff --git a/samples/D3D11/src/shaders/bin/CopyColorPS.h b/samples/D3D11/src/shaders/bin/CopyColorPS.h
new file mode 100644
index 0000000..03a551e
--- /dev/null
+++ b/samples/D3D11/src/shaders/bin/CopyColorPS.h
@@ -0,0 +1,168 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /O3 /T ps_5_0 src/Scene3D.hlsl /E CopyColorPS /Fh bin/CopyColorPS.h
+//
+//
+// Resource Bindings:
+//
+// Name Type Format Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// PointSampler sampler NA NA 0 1
+// tColor texture float3 2d 0 1
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_Position 0 xyzw 0 POS float
+// TexCoord 0 xy 1 NONE float xy
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_TARGET 0 xyzw 0 TARGET float xyzw
+//
+ps_5_0
+dcl_globalFlags refactoringAllowed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_input_ps linear v1.xy
+dcl_output o0.xyzw
+dcl_temps 1
+sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t0.xyzw, s0
+mov o0.xyz, r0.xyzx
+mov o0.w, l(1.000000)
+ret
+// Approximately 4 instruction slots used
+#endif
+
+const BYTE g_CopyColorPS[] =
+{
+ 68, 88, 66, 67, 135, 247,
+ 240, 213, 242, 107, 236, 51,
+ 243, 123, 169, 205, 39, 122,
+ 55, 177, 1, 0, 0, 0,
+ 208, 2, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 0, 1, 0, 0, 88, 1,
+ 0, 0, 140, 1, 0, 0,
+ 52, 2, 0, 0, 82, 68,
+ 69, 70, 196, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 2, 0, 0, 0,
+ 60, 0, 0, 0, 0, 5,
+ 255, 255, 0, 129, 0, 0,
+ 144, 0, 0, 0, 82, 68,
+ 49, 49, 60, 0, 0, 0,
+ 24, 0, 0, 0, 32, 0,
+ 0, 0, 40, 0, 0, 0,
+ 36, 0, 0, 0, 12, 0,
+ 0, 0, 0, 0, 0, 0,
+ 124, 0, 0, 0, 3, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 1, 0,
+ 0, 0, 137, 0, 0, 0,
+ 2, 0, 0, 0, 5, 0,
+ 0, 0, 4, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 9, 0, 0, 0, 80, 111,
+ 105, 110, 116, 83, 97, 109,
+ 112, 108, 101, 114, 0, 116,
+ 67, 111, 108, 111, 114, 0,
+ 77, 105, 99, 114, 111, 115,
+ 111, 102, 116, 32, 40, 82,
+ 41, 32, 72, 76, 83, 76,
+ 32, 83, 104, 97, 100, 101,
+ 114, 32, 67, 111, 109, 112,
+ 105, 108, 101, 114, 32, 57,
+ 46, 50, 57, 46, 57, 53,
+ 50, 46, 51, 49, 49, 49,
+ 0, 171, 171, 171, 73, 83,
+ 71, 78, 80, 0, 0, 0,
+ 2, 0, 0, 0, 8, 0,
+ 0, 0, 56, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 3, 0, 0, 0,
+ 0, 0, 0, 0, 15, 0,
+ 0, 0, 68, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 3, 0, 0, 0,
+ 1, 0, 0, 0, 3, 3,
+ 0, 0, 83, 86, 95, 80,
+ 111, 115, 105, 116, 105, 111,
+ 110, 0, 84, 101, 120, 67,
+ 111, 111, 114, 100, 0, 171,
+ 171, 171, 79, 83, 71, 78,
+ 44, 0, 0, 0, 1, 0,
+ 0, 0, 8, 0, 0, 0,
+ 32, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 0, 0, 0,
+ 83, 86, 95, 84, 65, 82,
+ 71, 69, 84, 0, 171, 171,
+ 83, 72, 69, 88, 160, 0,
+ 0, 0, 80, 0, 0, 0,
+ 40, 0, 0, 0, 106, 8,
+ 0, 1, 90, 0, 0, 3,
+ 0, 96, 16, 0, 0, 0,
+ 0, 0, 88, 24, 0, 4,
+ 0, 112, 16, 0, 0, 0,
+ 0, 0, 85, 85, 0, 0,
+ 98, 16, 0, 3, 50, 16,
+ 16, 0, 1, 0, 0, 0,
+ 101, 0, 0, 3, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 104, 0, 0, 2, 1, 0,
+ 0, 0, 69, 0, 0, 139,
+ 194, 0, 0, 128, 67, 85,
+ 21, 0, 114, 0, 16, 0,
+ 0, 0, 0, 0, 70, 16,
+ 16, 0, 1, 0, 0, 0,
+ 70, 126, 16, 0, 0, 0,
+ 0, 0, 0, 96, 16, 0,
+ 0, 0, 0, 0, 54, 0,
+ 0, 5, 114, 32, 16, 0,
+ 0, 0, 0, 0, 70, 2,
+ 16, 0, 0, 0, 0, 0,
+ 54, 0, 0, 5, 130, 32,
+ 16, 0, 0, 0, 0, 0,
+ 1, 64, 0, 0, 0, 0,
+ 128, 63, 62, 0, 0, 1,
+ 83, 84, 65, 84, 148, 0,
+ 0, 0, 4, 0, 0, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 2, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0
+};
diff --git a/samples/D3D11/src/shaders/bin/FullScreenTriangleVS.h b/samples/D3D11/src/shaders/bin/FullScreenTriangleVS.h
new file mode 100644
index 0000000..64e3281
--- /dev/null
+++ b/samples/D3D11/src/shaders/bin/FullScreenTriangleVS.h
@@ -0,0 +1,168 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /O3 /T vs_5_0 src/Scene3D.hlsl /E FullScreenTriangleVS /Fh
+// bin/FullScreenTriangleVS.h
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_VertexID 0 x 0 VERTID uint x
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_Position 0 xyzw 0 POS float xyzw
+// TexCoord 0 xy 1 NONE float xy
+//
+vs_5_0
+dcl_globalFlags refactoringAllowed
+dcl_input_sgv v0.x, vertex_id
+dcl_output_siv o0.xyzw, position
+dcl_output o1.xy
+dcl_temps 1
+bfi r0.x, l(1), l(1), v0.x, l(0)
+and r0.z, v0.x, l(2)
+utof r0.xy, r0.xzxx
+mad o0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
+mov o1.xy, r0.xyxx
+mov o0.zw, l(0,0,0,1.000000)
+ret
+// Approximately 7 instruction slots used
+#endif
+
+const BYTE g_FullScreenTriangleVS[] =
+{
+ 68, 88, 66, 67, 52, 104,
+ 138, 187, 33, 254, 6, 251,
+ 172, 170, 188, 203, 33, 161,
+ 7, 239, 1, 0, 0, 0,
+ 236, 2, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 172, 0, 0, 0, 224, 0,
+ 0, 0, 56, 1, 0, 0,
+ 80, 2, 0, 0, 82, 68,
+ 69, 70, 112, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 60, 0, 0, 0, 0, 5,
+ 254, 255, 0, 129, 0, 0,
+ 60, 0, 0, 0, 82, 68,
+ 49, 49, 60, 0, 0, 0,
+ 24, 0, 0, 0, 32, 0,
+ 0, 0, 40, 0, 0, 0,
+ 36, 0, 0, 0, 12, 0,
+ 0, 0, 0, 0, 0, 0,
+ 77, 105, 99, 114, 111, 115,
+ 111, 102, 116, 32, 40, 82,
+ 41, 32, 72, 76, 83, 76,
+ 32, 83, 104, 97, 100, 101,
+ 114, 32, 67, 111, 109, 112,
+ 105, 108, 101, 114, 32, 57,
+ 46, 50, 57, 46, 57, 53,
+ 50, 46, 51, 49, 49, 49,
+ 0, 171, 171, 171, 73, 83,
+ 71, 78, 44, 0, 0, 0,
+ 1, 0, 0, 0, 8, 0,
+ 0, 0, 32, 0, 0, 0,
+ 0, 0, 0, 0, 6, 0,
+ 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 1,
+ 0, 0, 83, 86, 95, 86,
+ 101, 114, 116, 101, 120, 73,
+ 68, 0, 79, 83, 71, 78,
+ 80, 0, 0, 0, 2, 0,
+ 0, 0, 8, 0, 0, 0,
+ 56, 0, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 0, 0, 0,
+ 68, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 3, 12, 0, 0,
+ 83, 86, 95, 80, 111, 115,
+ 105, 116, 105, 111, 110, 0,
+ 84, 101, 120, 67, 111, 111,
+ 114, 100, 0, 171, 171, 171,
+ 83, 72, 69, 88, 16, 1,
+ 0, 0, 80, 0, 1, 0,
+ 68, 0, 0, 0, 106, 8,
+ 0, 1, 96, 0, 0, 4,
+ 18, 16, 16, 0, 0, 0,
+ 0, 0, 6, 0, 0, 0,
+ 103, 0, 0, 4, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 101, 0,
+ 0, 3, 50, 32, 16, 0,
+ 1, 0, 0, 0, 104, 0,
+ 0, 2, 1, 0, 0, 0,
+ 140, 0, 0, 11, 18, 0,
+ 16, 0, 0, 0, 0, 0,
+ 1, 64, 0, 0, 1, 0,
+ 0, 0, 1, 64, 0, 0,
+ 1, 0, 0, 0, 10, 16,
+ 16, 0, 0, 0, 0, 0,
+ 1, 64, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 7,
+ 66, 0, 16, 0, 0, 0,
+ 0, 0, 10, 16, 16, 0,
+ 0, 0, 0, 0, 1, 64,
+ 0, 0, 2, 0, 0, 0,
+ 86, 0, 0, 5, 50, 0,
+ 16, 0, 0, 0, 0, 0,
+ 134, 0, 16, 0, 0, 0,
+ 0, 0, 50, 0, 0, 15,
+ 50, 32, 16, 0, 0, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 0, 0, 0, 64,
+ 0, 0, 0, 192, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 2, 64, 0, 0, 0, 0,
+ 128, 191, 0, 0, 128, 63,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 54, 0, 0, 5,
+ 50, 32, 16, 0, 1, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 54, 0,
+ 0, 8, 194, 32, 16, 0,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 128, 63,
+ 62, 0, 0, 1, 83, 84,
+ 65, 84, 148, 0, 0, 0,
+ 7, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 2, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0
+};
diff --git a/samples/D3D11/src/shaders/bin/GeometryPS.h b/samples/D3D11/src/shaders/bin/GeometryPS.h
new file mode 100644
index 0000000..8cbc839
--- /dev/null
+++ b/samples/D3D11/src/shaders/bin/GeometryPS.h
@@ -0,0 +1,315 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /O3 /T ps_5_0 src/Scene3D.hlsl /E GeometryPS /Fh bin/GeometryPS.h
+//
+//
+// Buffer Definitions:
+//
+// cbuffer GlobalConstantBuffer
+// {
+//
+// row_major float4x4 g_WorldView; // Offset: 0 Size: 64 [unused]
+// row_major float4x4 g_WorldViewInverse;// Offset: 64 Size: 64
+// row_major float4x4 g_WorldViewProjection;// Offset: 128 Size: 64 [unused]
+// float g_IsWhite; // Offset: 192 Size: 4
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name Type Format Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// GlobalConstantBuffer cbuffer NA NA 0 1
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_POSITION 0 xyzw 0 POS float
+// TEXCOORD 0 xyz 1 NONE float xyz
+// TEXCOORD 1 xyz 2 NONE float
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_Target 0 xyzw 0 TARGET float xyzw
+// SV_Target 1 xyz 1 TARGET float xyz
+//
+ps_5_0
+dcl_globalFlags refactoringAllowed
+dcl_constantbuffer cb0[13], immediateIndexed
+dcl_input_ps linear centroid v1.xyz
+dcl_output o0.xyzw
+dcl_output o1.xyz
+dcl_temps 3
+ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[12].x
+movc o0.xyzw, r0.xxxx, l(1.000000,1.000000,1.000000,1.000000), l(0.457000,0.722000,0,1.000000)
+deriv_rtx_coarse r0.xyz, v1.zxyz
+deriv_rty_coarse r1.xyz, v1.yzxy
+mul r2.xyz, r0.xyzx, r1.xyzx
+mad r0.xyz, r0.zxyz, r1.yzxy, -r2.xyzx
+dp3 r0.w, r0.xyzx, r0.xyzx
+rsq r0.w, r0.w
+mul r0.xyz, r0.wwww, r0.xyzx
+mul r1.xyz, r0.yyyy, cb0[5].xyzx
+mad r0.xyw, r0.xxxx, cb0[4].xyxz, r1.xyxz
+mad r0.xyz, r0.zzzz, cb0[6].xyzx, r0.xywx
+mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
+ret
+// Approximately 14 instruction slots used
+#endif
+
+const BYTE g_GeometryPS[] =
+{
+ 68, 88, 66, 67, 166, 194,
+ 48, 172, 249, 92, 247, 65,
+ 27, 247, 154, 59, 213, 36,
+ 173, 34, 1, 0, 0, 0,
+ 176, 5, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 56, 2, 0, 0, 168, 2,
+ 0, 0, 244, 2, 0, 0,
+ 20, 5, 0, 0, 82, 68,
+ 69, 70, 252, 1, 0, 0,
+ 1, 0, 0, 0, 116, 0,
+ 0, 0, 1, 0, 0, 0,
+ 60, 0, 0, 0, 0, 5,
+ 255, 255, 0, 129, 0, 0,
+ 200, 1, 0, 0, 82, 68,
+ 49, 49, 60, 0, 0, 0,
+ 24, 0, 0, 0, 32, 0,
+ 0, 0, 40, 0, 0, 0,
+ 36, 0, 0, 0, 12, 0,
+ 0, 0, 0, 0, 0, 0,
+ 92, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 1, 0,
+ 0, 0, 71, 108, 111, 98,
+ 97, 108, 67, 111, 110, 115,
+ 116, 97, 110, 116, 66, 117,
+ 102, 102, 101, 114, 0, 171,
+ 171, 171, 92, 0, 0, 0,
+ 4, 0, 0, 0, 140, 0,
+ 0, 0, 208, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 44, 1, 0, 0,
+ 0, 0, 0, 0, 64, 0,
+ 0, 0, 0, 0, 0, 0,
+ 68, 1, 0, 0, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 104, 1, 0, 0, 64, 0,
+ 0, 0, 64, 0, 0, 0,
+ 2, 0, 0, 0, 68, 1,
+ 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 123, 1,
+ 0, 0, 128, 0, 0, 0,
+ 64, 0, 0, 0, 0, 0,
+ 0, 0, 68, 1, 0, 0,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0,
+ 0, 0, 145, 1, 0, 0,
+ 192, 0, 0, 0, 4, 0,
+ 0, 0, 2, 0, 0, 0,
+ 164, 1, 0, 0, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 103, 95, 87, 111, 114, 108,
+ 100, 86, 105, 101, 119, 0,
+ 102, 108, 111, 97, 116, 52,
+ 120, 52, 0, 171, 171, 171,
+ 2, 0, 3, 0, 4, 0,
+ 4, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 56, 1, 0, 0,
+ 103, 95, 87, 111, 114, 108,
+ 100, 86, 105, 101, 119, 73,
+ 110, 118, 101, 114, 115, 101,
+ 0, 103, 95, 87, 111, 114,
+ 108, 100, 86, 105, 101, 119,
+ 80, 114, 111, 106, 101, 99,
+ 116, 105, 111, 110, 0, 103,
+ 95, 73, 115, 87, 104, 105,
+ 116, 101, 0, 102, 108, 111,
+ 97, 116, 0, 171, 171, 171,
+ 0, 0, 3, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 155, 1, 0, 0,
+ 77, 105, 99, 114, 111, 115,
+ 111, 102, 116, 32, 40, 82,
+ 41, 32, 72, 76, 83, 76,
+ 32, 83, 104, 97, 100, 101,
+ 114, 32, 67, 111, 109, 112,
+ 105, 108, 101, 114, 32, 57,
+ 46, 50, 57, 46, 57, 53,
+ 50, 46, 51, 49, 49, 49,
+ 0, 171, 171, 171, 73, 83,
+ 71, 78, 104, 0, 0, 0,
+ 3, 0, 0, 0, 8, 0,
+ 0, 0, 80, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 3, 0, 0, 0,
+ 0, 0, 0, 0, 15, 0,
+ 0, 0, 92, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 3, 0, 0, 0,
+ 1, 0, 0, 0, 7, 7,
+ 0, 0, 92, 0, 0, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 3, 0, 0, 0,
+ 2, 0, 0, 0, 7, 0,
+ 0, 0, 83, 86, 95, 80,
+ 79, 83, 73, 84, 73, 79,
+ 78, 0, 84, 69, 88, 67,
+ 79, 79, 82, 68, 0, 171,
+ 171, 171, 79, 83, 71, 78,
+ 68, 0, 0, 0, 2, 0,
+ 0, 0, 8, 0, 0, 0,
+ 56, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 0, 0, 0,
+ 56, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 7, 8, 0, 0,
+ 83, 86, 95, 84, 97, 114,
+ 103, 101, 116, 0, 171, 171,
+ 83, 72, 69, 88, 24, 2,
+ 0, 0, 80, 0, 0, 0,
+ 134, 0, 0, 0, 106, 8,
+ 0, 1, 89, 0, 0, 4,
+ 70, 142, 32, 0, 0, 0,
+ 0, 0, 13, 0, 0, 0,
+ 98, 24, 0, 3, 114, 16,
+ 16, 0, 1, 0, 0, 0,
+ 101, 0, 0, 3, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 101, 0, 0, 3, 114, 32,
+ 16, 0, 1, 0, 0, 0,
+ 104, 0, 0, 2, 3, 0,
+ 0, 0, 57, 0, 0, 11,
+ 18, 0, 16, 0, 0, 0,
+ 0, 0, 2, 64, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 10, 128,
+ 32, 0, 0, 0, 0, 0,
+ 12, 0, 0, 0, 55, 0,
+ 0, 15, 242, 32, 16, 0,
+ 0, 0, 0, 0, 6, 0,
+ 16, 0, 0, 0, 0, 0,
+ 2, 64, 0, 0, 0, 0,
+ 128, 63, 0, 0, 128, 63,
+ 0, 0, 128, 63, 0, 0,
+ 128, 63, 2, 64, 0, 0,
+ 231, 251, 233, 62, 254, 212,
+ 56, 63, 0, 0, 0, 0,
+ 0, 0, 128, 63, 122, 0,
+ 0, 5, 114, 0, 16, 0,
+ 0, 0, 0, 0, 38, 25,
+ 16, 0, 1, 0, 0, 0,
+ 124, 0, 0, 5, 114, 0,
+ 16, 0, 1, 0, 0, 0,
+ 150, 20, 16, 0, 1, 0,
+ 0, 0, 56, 0, 0, 7,
+ 114, 0, 16, 0, 2, 0,
+ 0, 0, 70, 2, 16, 0,
+ 0, 0, 0, 0, 70, 2,
+ 16, 0, 1, 0, 0, 0,
+ 50, 0, 0, 10, 114, 0,
+ 16, 0, 0, 0, 0, 0,
+ 38, 9, 16, 0, 0, 0,
+ 0, 0, 150, 4, 16, 0,
+ 1, 0, 0, 0, 70, 2,
+ 16, 128, 65, 0, 0, 0,
+ 2, 0, 0, 0, 16, 0,
+ 0, 7, 130, 0, 16, 0,
+ 0, 0, 0, 0, 70, 2,
+ 16, 0, 0, 0, 0, 0,
+ 70, 2, 16, 0, 0, 0,
+ 0, 0, 68, 0, 0, 5,
+ 130, 0, 16, 0, 0, 0,
+ 0, 0, 58, 0, 16, 0,
+ 0, 0, 0, 0, 56, 0,
+ 0, 7, 114, 0, 16, 0,
+ 0, 0, 0, 0, 246, 15,
+ 16, 0, 0, 0, 0, 0,
+ 70, 2, 16, 0, 0, 0,
+ 0, 0, 56, 0, 0, 8,
+ 114, 0, 16, 0, 1, 0,
+ 0, 0, 86, 5, 16, 0,
+ 0, 0, 0, 0, 70, 130,
+ 32, 0, 0, 0, 0, 0,
+ 5, 0, 0, 0, 50, 0,
+ 0, 10, 178, 0, 16, 0,
+ 0, 0, 0, 0, 6, 0,
+ 16, 0, 0, 0, 0, 0,
+ 70, 136, 32, 0, 0, 0,
+ 0, 0, 4, 0, 0, 0,
+ 70, 8, 16, 0, 1, 0,
+ 0, 0, 50, 0, 0, 10,
+ 114, 0, 16, 0, 0, 0,
+ 0, 0, 166, 10, 16, 0,
+ 0, 0, 0, 0, 70, 130,
+ 32, 0, 0, 0, 0, 0,
+ 6, 0, 0, 0, 70, 3,
+ 16, 0, 0, 0, 0, 0,
+ 50, 0, 0, 15, 114, 32,
+ 16, 0, 1, 0, 0, 0,
+ 70, 2, 16, 0, 0, 0,
+ 0, 0, 2, 64, 0, 0,
+ 0, 0, 0, 63, 0, 0,
+ 0, 63, 0, 0, 0, 63,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 0, 0, 0, 63,
+ 0, 0, 0, 63, 0, 0,
+ 0, 63, 0, 0, 0, 0,
+ 62, 0, 0, 1, 83, 84,
+ 65, 84, 148, 0, 0, 0,
+ 14, 0, 0, 0, 3, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 7, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0
+};
diff --git a/samples/D3D11/src/shaders/bin/GeometryVS.h b/samples/D3D11/src/shaders/bin/GeometryVS.h
new file mode 100644
index 0000000..3d3af34
--- /dev/null
+++ b/samples/D3D11/src/shaders/bin/GeometryVS.h
@@ -0,0 +1,293 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /O3 /T vs_5_0 src/Scene3D.hlsl /E GeometryVS /Fh bin/GeometryVS.h
+//
+//
+// Buffer Definitions:
+//
+// cbuffer GlobalConstantBuffer
+// {
+//
+// row_major float4x4 g_WorldView; // Offset: 0 Size: 64
+// row_major float4x4 g_WorldViewInverse;// Offset: 64 Size: 64 [unused]
+// row_major float4x4 g_WorldViewProjection;// Offset: 128 Size: 64
+// float g_IsWhite; // Offset: 192 Size: 4 [unused]
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name Type Format Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// GlobalConstantBuffer cbuffer NA NA 0 1
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// POSITION 0 xyz 0 NONE float xyz
+// NORMAL 0 xyz 1 NONE float xyz
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_POSITION 0 xyzw 0 POS float xyzw
+// TEXCOORD 0 xyz 1 NONE float xyz
+// TEXCOORD 1 xyz 2 NONE float xyz
+//
+vs_5_0
+dcl_globalFlags refactoringAllowed
+dcl_constantbuffer cb0[12], immediateIndexed
+dcl_input v0.xyz
+dcl_input v1.xyz
+dcl_output_siv o0.xyzw, position
+dcl_output o1.xyz
+dcl_output o2.xyz
+dcl_temps 1
+mul r0.xyzw, v0.yyyy, cb0[9].xyzw
+mad r0.xyzw, v0.xxxx, cb0[8].xyzw, r0.xyzw
+mad r0.xyzw, v0.zzzz, cb0[10].xyzw, r0.xyzw
+add o0.xyzw, r0.xyzw, cb0[11].xyzw
+mul r0.xyz, v0.yyyy, cb0[1].xyzx
+mad r0.xyz, v0.xxxx, cb0[0].xyzx, r0.xyzx
+mad r0.xyz, v0.zzzz, cb0[2].xyzx, r0.xyzx
+add o1.xyz, r0.xyzx, cb0[3].xyzx
+mov o2.xyz, v1.xyzx
+ret
+// Approximately 10 instruction slots used
+#endif
+
+const BYTE g_GeometryVS[] =
+{
+ 68, 88, 66, 67, 229, 202,
+ 254, 249, 218, 193, 230, 243,
+ 132, 191, 240, 223, 106, 250,
+ 79, 79, 1, 0, 0, 0,
+ 56, 5, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 56, 2, 0, 0, 136, 2,
+ 0, 0, 248, 2, 0, 0,
+ 156, 4, 0, 0, 82, 68,
+ 69, 70, 252, 1, 0, 0,
+ 1, 0, 0, 0, 116, 0,
+ 0, 0, 1, 0, 0, 0,
+ 60, 0, 0, 0, 0, 5,
+ 254, 255, 0, 129, 0, 0,
+ 200, 1, 0, 0, 82, 68,
+ 49, 49, 60, 0, 0, 0,
+ 24, 0, 0, 0, 32, 0,
+ 0, 0, 40, 0, 0, 0,
+ 36, 0, 0, 0, 12, 0,
+ 0, 0, 0, 0, 0, 0,
+ 92, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 1, 0,
+ 0, 0, 71, 108, 111, 98,
+ 97, 108, 67, 111, 110, 115,
+ 116, 97, 110, 116, 66, 117,
+ 102, 102, 101, 114, 0, 171,
+ 171, 171, 92, 0, 0, 0,
+ 4, 0, 0, 0, 140, 0,
+ 0, 0, 208, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 44, 1, 0, 0,
+ 0, 0, 0, 0, 64, 0,
+ 0, 0, 2, 0, 0, 0,
+ 68, 1, 0, 0, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 104, 1, 0, 0, 64, 0,
+ 0, 0, 64, 0, 0, 0,
+ 0, 0, 0, 0, 68, 1,
+ 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 123, 1,
+ 0, 0, 128, 0, 0, 0,
+ 64, 0, 0, 0, 2, 0,
+ 0, 0, 68, 1, 0, 0,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0,
+ 0, 0, 145, 1, 0, 0,
+ 192, 0, 0, 0, 4, 0,
+ 0, 0, 0, 0, 0, 0,
+ 164, 1, 0, 0, 0, 0,
+ 0, 0, 255, 255, 255, 255,
+ 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 103, 95, 87, 111, 114, 108,
+ 100, 86, 105, 101, 119, 0,
+ 102, 108, 111, 97, 116, 52,
+ 120, 52, 0, 171, 171, 171,
+ 2, 0, 3, 0, 4, 0,
+ 4, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 56, 1, 0, 0,
+ 103, 95, 87, 111, 114, 108,
+ 100, 86, 105, 101, 119, 73,
+ 110, 118, 101, 114, 115, 101,
+ 0, 103, 95, 87, 111, 114,
+ 108, 100, 86, 105, 101, 119,
+ 80, 114, 111, 106, 101, 99,
+ 116, 105, 111, 110, 0, 103,
+ 95, 73, 115, 87, 104, 105,
+ 116, 101, 0, 102, 108, 111,
+ 97, 116, 0, 171, 171, 171,
+ 0, 0, 3, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 155, 1, 0, 0,
+ 77, 105, 99, 114, 111, 115,
+ 111, 102, 116, 32, 40, 82,
+ 41, 32, 72, 76, 83, 76,
+ 32, 83, 104, 97, 100, 101,
+ 114, 32, 67, 111, 109, 112,
+ 105, 108, 101, 114, 32, 57,
+ 46, 50, 57, 46, 57, 53,
+ 50, 46, 51, 49, 49, 49,
+ 0, 171, 171, 171, 73, 83,
+ 71, 78, 72, 0, 0, 0,
+ 2, 0, 0, 0, 8, 0,
+ 0, 0, 56, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 3, 0, 0, 0,
+ 0, 0, 0, 0, 7, 7,
+ 0, 0, 65, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 3, 0, 0, 0,
+ 1, 0, 0, 0, 7, 7,
+ 0, 0, 80, 79, 83, 73,
+ 84, 73, 79, 78, 0, 78,
+ 79, 82, 77, 65, 76, 0,
+ 79, 83, 71, 78, 104, 0,
+ 0, 0, 3, 0, 0, 0,
+ 8, 0, 0, 0, 80, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 0, 0, 0, 3, 0,
+ 0, 0, 0, 0, 0, 0,
+ 15, 0, 0, 0, 92, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 0, 0,
+ 7, 8, 0, 0, 92, 0,
+ 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 2, 0, 0, 0,
+ 7, 8, 0, 0, 83, 86,
+ 95, 80, 79, 83, 73, 84,
+ 73, 79, 78, 0, 84, 69,
+ 88, 67, 79, 79, 82, 68,
+ 0, 171, 171, 171, 83, 72,
+ 69, 88, 156, 1, 0, 0,
+ 80, 0, 1, 0, 103, 0,
+ 0, 0, 106, 8, 0, 1,
+ 89, 0, 0, 4, 70, 142,
+ 32, 0, 0, 0, 0, 0,
+ 12, 0, 0, 0, 95, 0,
+ 0, 3, 114, 16, 16, 0,
+ 0, 0, 0, 0, 95, 0,
+ 0, 3, 114, 16, 16, 0,
+ 1, 0, 0, 0, 103, 0,
+ 0, 4, 242, 32, 16, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 101, 0, 0, 3,
+ 114, 32, 16, 0, 1, 0,
+ 0, 0, 101, 0, 0, 3,
+ 114, 32, 16, 0, 2, 0,
+ 0, 0, 104, 0, 0, 2,
+ 1, 0, 0, 0, 56, 0,
+ 0, 8, 242, 0, 16, 0,
+ 0, 0, 0, 0, 86, 21,
+ 16, 0, 0, 0, 0, 0,
+ 70, 142, 32, 0, 0, 0,
+ 0, 0, 9, 0, 0, 0,
+ 50, 0, 0, 10, 242, 0,
+ 16, 0, 0, 0, 0, 0,
+ 6, 16, 16, 0, 0, 0,
+ 0, 0, 70, 142, 32, 0,
+ 0, 0, 0, 0, 8, 0,
+ 0, 0, 70, 14, 16, 0,
+ 0, 0, 0, 0, 50, 0,
+ 0, 10, 242, 0, 16, 0,
+ 0, 0, 0, 0, 166, 26,
+ 16, 0, 0, 0, 0, 0,
+ 70, 142, 32, 0, 0, 0,
+ 0, 0, 10, 0, 0, 0,
+ 70, 14, 16, 0, 0, 0,
+ 0, 0, 0, 0, 0, 8,
+ 242, 32, 16, 0, 0, 0,
+ 0, 0, 70, 14, 16, 0,
+ 0, 0, 0, 0, 70, 142,
+ 32, 0, 0, 0, 0, 0,
+ 11, 0, 0, 0, 56, 0,
+ 0, 8, 114, 0, 16, 0,
+ 0, 0, 0, 0, 86, 21,
+ 16, 0, 0, 0, 0, 0,
+ 70, 130, 32, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 50, 0, 0, 10, 114, 0,
+ 16, 0, 0, 0, 0, 0,
+ 6, 16, 16, 0, 0, 0,
+ 0, 0, 70, 130, 32, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 70, 2, 16, 0,
+ 0, 0, 0, 0, 50, 0,
+ 0, 10, 114, 0, 16, 0,
+ 0, 0, 0, 0, 166, 26,
+ 16, 0, 0, 0, 0, 0,
+ 70, 130, 32, 0, 0, 0,
+ 0, 0, 2, 0, 0, 0,
+ 70, 2, 16, 0, 0, 0,
+ 0, 0, 0, 0, 0, 8,
+ 114, 32, 16, 0, 1, 0,
+ 0, 0, 70, 2, 16, 0,
+ 0, 0, 0, 0, 70, 130,
+ 32, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 54, 0,
+ 0, 5, 114, 32, 16, 0,
+ 2, 0, 0, 0, 70, 18,
+ 16, 0, 1, 0, 0, 0,
+ 62, 0, 0, 1, 83, 84,
+ 65, 84, 148, 0, 0, 0,
+ 10, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 5, 0, 0, 0, 4, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0
+};
diff --git a/samples/D3D11/src/shaders/compile.bat b/samples/D3D11/src/shaders/compile.bat
new file mode 100644
index 0000000..85e81d3
--- /dev/null
+++ b/samples/D3D11/src/shaders/compile.bat
@@ -0,0 +1,15 @@
+@echo off
+cd %~dp0
+del /F /Q bin\*
+
+set FXC=fxc.exe
+
+%FXC% /O3 /T ps_5_0 src/Scene3D.hlsl /E GeometryPS /Fh bin/GeometryPS.h
+
+%FXC% /O3 /T ps_5_0 src/Scene3D.hlsl /E CopyColorPS /Fh bin/CopyColorPS.h
+
+%FXC% /O3 /T vs_5_0 src/Scene3D.hlsl /E FullScreenTriangleVS /Fh bin/FullScreenTriangleVS.h
+
+%FXC% /O3 /T vs_5_0 src/Scene3D.hlsl /E GeometryVS /Fh bin/GeometryVS.h
+
+pause
diff --git a/samples/D3D11/src/shaders/src/Scene3D.hlsl b/samples/D3D11/src/shaders/src/Scene3D.hlsl
new file mode 100644
index 0000000..460f4e6
--- /dev/null
+++ b/samples/D3D11/src/shaders/src/Scene3D.hlsl
@@ -0,0 +1,122 @@
+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008-2013 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+#pragma pack_matrix( row_major )
+
+#define USE_DDX_DDY 1
+#define USE_PER_SAMPLE_SHADING 0
+
+cbuffer GlobalConstantBuffer : register(b0)
+{
+ float4x4 g_WorldView;
+ float4x4 g_WorldViewInverse;
+ float4x4 g_WorldViewProjection;
+ float g_IsWhite;
+};
+
+Texture2D<float3> tColor : register(t0);
+SamplerState PointSampler : register(s0);
+
+//-----------------------------------------------------------------------------
+// Geometry-rendering shaders
+//-----------------------------------------------------------------------------
+
+struct VS_INPUT
+{
+ float3 WorldPosition : POSITION;
+ float3 WorldNormal : NORMAL;
+};
+
+struct VS_OUTPUT
+{
+ float4 HPosition : SV_POSITION;
+ centroid float3 ViewPosition : TEXCOORD0;
+ centroid float3 WorldNormal : TEXCOORD1;
+};
+
+struct PS_OUTPUT
+{
+ float4 Color : SV_Target0;
+ float3 WorldNormal : SV_Target1;
+};
+
+VS_OUTPUT GeometryVS( VS_INPUT input )
+{
+ VS_OUTPUT output;
+ output.HPosition = mul( float4(input.WorldPosition,1), g_WorldViewProjection );
+ output.ViewPosition = mul( float4(input.WorldPosition,1), g_WorldView ).xyz;
+ output.WorldNormal = input.WorldNormal.xyz;
+ return output;
+}
+
+PS_OUTPUT GeometryPS( VS_OUTPUT input
+#if USE_PER_SAMPLE_SHADING
+ , uint SampleIndex : SV_SampleIndex
+#endif
+ )
+{
+ PS_OUTPUT output;
+ output.Color = g_IsWhite ? float4(1,1,1,1) : float4(.457,.722, 0.0, 1);
+
+#if USE_DDX_DDY
+ float3 ViewNormal = normalize(cross(ddx(input.ViewPosition.xyz), ddy(input.ViewPosition.xyz)));
+ output.WorldNormal = mul(ViewNormal, (float3x3)g_WorldViewInverse);
+#else
+ output.WorldNormal = input.WorldNormal;
+#endif
+
+ // Lerp to [0,1]^3 to store in the non-signed R11G11B10_FLOAT format
+ output.WorldNormal = output.WorldNormal * 0.5 + 0.5;
+ return output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-processing shaders
+//-----------------------------------------------------------------------------
+
+struct PostProc_VSOut
+{
+ float4 pos : SV_Position;
+ float2 uv : TexCoord;
+};
+
+// Vertex shader that generates a full screen quad with texcoords
+// To use draw 3 vertices with primitive type triangle list
+PostProc_VSOut FullScreenTriangleVS( uint id : SV_VertexID )
+{
+ PostProc_VSOut output = (PostProc_VSOut)0.0f;
+ output.uv = float2( (id << 1) & 2, id & 2 );
+ output.pos = float4( output.uv * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f), 0.0f, 1.0f );
+ return output;
+}
+
+float4 CopyColorPS( PostProc_VSOut IN ) : SV_TARGET
+{
+ float3 color = tColor.Sample(PointSampler, IN.uv);
+ return float4(color,1);
+}
diff --git a/samples/D3D12/external/imgui/.travis.yml b/samples/D3D12/external/imgui/.travis.yml
new file mode 100644
index 0000000..3127a5c
--- /dev/null
+++ b/samples/D3D12/external/imgui/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/samples/D3D12/external/imgui/README.md b/samples/D3D12/external/imgui/README.md
new file mode 100644
index 0000000..9837013
--- /dev/null
+++ b/samples/D3D12/external/imgui/README.md
@@ -0,0 +1,152 @@
+ImGui
+=====
+[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
+[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
+
+[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and self-contained (no external dependencies). It is based on an "immediate mode" graphical user interface paradigm which enables you to build user interfaces with ease.
+
+ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
+
+ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
+
+ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imgui_demo.cpp
+ - imgui_draw.cpp
+ - imgui_internal.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_rect_pack.h
+ - stb_textedit.h
+ - stb_truetype.h
+
+No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
+
+![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
+
+ImGui outputs vertex buffers and simple command-lists that you can render in your application. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
+
+ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
+
+Demo
+----
+
+You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download binaries of the demo app here.
+- [imgui-demo-binaries-20150716.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150716.zip) (Windows binaries, ImGui 1.43 WIP 2015/07/16, 4 executables, 475 KB)
+
+
+Gallery
+-------
+
+![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
+![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
+![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
+![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
+![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
+![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
+![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
+
+ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
+```
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
+```
+For Microsoft IME, pass your HWND to enable IME positioning:
+```
+io.ImeWindowHandle = my_hwnd;
+```
+![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
+
+References
+----------
+
+The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
+- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
+- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
+- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
+- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
+
+Frequently Asked Question
+-------------------------
+
+<b>Where is the documentation?</b>
+
+- The documentation is at the top of imgui.cpp + effectively imgui.h.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
+
+<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
+
+I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
+
+<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
+
+In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
+
+<b>Can you create elaborate/serious tools with ImGui?</b>
+
+Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
+
+ImGui is very programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
+
+<b>Is ImGui fast?</b>
+
+Down to the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
+
+Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
+
+![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
+
+This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
+
+If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
+
+<b>Can you reskin the look of ImGui?</b>
+
+You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
+
+<b>Why using C++ (as opposed to C)?</b>
+
+ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
+
+Shall someone really need to use ImGui from another language, there is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language.
+
+Donate
+------
+
+<b>Can I donate to support the development of ImGui?</b>
+
+[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+I'm currently an independant developer and your contributions are very meaningful to me. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated (PayPal link above). I am also available for hire to work on or with ImGui. Thanks!
+
+Credits
+-------
+
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+
+Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
+
+Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
+
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters:
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
+
+And:
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei.
+
+And other supporters; thanks!
+
+License
+-------
+
+ImGui is licensed under the MIT License, see LICENSE for more information.
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj
new file mode 100644
index 0000000..d3dcd0e
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj
@@ -0,0 +1,156 @@
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+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+ <RootNamespace>directx11_example</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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+ <CharacterSet>Unicode</CharacterSet>
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+ <ConfigurationType>Application</ConfigurationType>
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+ <CharacterSet>Unicode</CharacterSet>
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+ <ConfigurationType>Application</ConfigurationType>
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+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
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+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
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+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
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+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="imgui_impl_dx11.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="imgui_impl_dx11.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters
new file mode 100644
index 0000000..ac905dd
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..5947cd4
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp
@@ -0,0 +1,826 @@
+// ImGui Win32 + DirectX11 binding
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <d3dx12.h>
+
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+#define ALIGNED_SIZE(size, align) ((size + (align - 1)) & ~(align - 1))
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+
+static HWND g_hWnd = 0;
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCmdList = NULL;
+static ID3D12CommandQueue* g_pd3dCmdQueue = NULL;
+static ID3D12Resource* g_pFontTextureUploadHeap = NULL;
+
+enum DescHeapHandleLayout
+{
+ eVertexCB = 0,
+ eFontTexture = 1,
+};
+
+struct GpuFence
+{
+ ID3D12Fence* pFence = NULL;
+ HANDLE hFenceEvent = 0;
+ UINT64 FenceValue = 0;
+
+ void Init()
+ {
+ if (FAILED(g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&pFence)))) return;
+ pFence->SetName(L"ImguiFence");
+ FenceValue = 0;
+ hFenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
+ }
+
+ void Release()
+ {
+ if (pFence) pFence->Release();
+ pFence = NULL;
+ FenceValue = 0;
+ CloseHandle(hFenceEvent);
+ }
+
+ void IncrFence()
+ {
+ FenceValue++;
+ }
+
+ void WaitForFence()
+ {
+ // Schedule a Signal command in the queue.
+ if (FAILED(g_pd3dCmdQueue->Signal(pFence, FenceValue))) return;
+
+ if (FAILED(pFence->SetEventOnCompletion(FenceValue, hFenceEvent))) return;
+
+ WaitForSingleObjectEx(hFenceEvent, INFINITE, FALSE);
+ }
+};
+
+static GpuFence g_GpuFence;
+
+struct DescHeapInfo
+{
+ ID3D12DescriptorHeap* DescHeap;
+ UINT BaseOffset;
+ UINT IncrSize;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE GetCpuHandle(UINT Index)
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle = DescHeap->GetCPUDescriptorHandleForHeapStart();
+ CpuHandle.ptr += IncrSize * (BaseOffset + Index);
+ return CpuHandle;
+ }
+
+ D3D12_GPU_DESCRIPTOR_HANDLE GetGpuHandle(UINT Index)
+ {
+ D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle = DescHeap->GetGPUDescriptorHandleForHeapStart();
+ GpuHandle.ptr += IncrSize * (BaseOffset + Index);
+ return GpuHandle;
+ }
+};
+
+DescHeapInfo g_DescHeapCbvSrvUav;
+
+static ID3D12Resource* g_pVB = NULL;
+static ID3D12Resource* g_pIB = NULL;
+static D3D12_VERTEX_BUFFER_VIEW g_VBView = {};
+static D3D12_INDEX_BUFFER_VIEW g_IBView = {};
+static ID3D10Blob* g_pVertexShader = NULL;
+static ID3D12Resource* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob* g_pPixelShader = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPSO = NULL;
+static ID3D12Resource* g_pFontTexture = NULL;
+static D3D12_STATIC_SAMPLER_DESC g_FontSampler;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_cbCpuHandle;
+
+static int VERTEX_BUFFER_SIZE = 20000; // TODO: Make buffers smaller and grow dynamically as needed.
+static int INDEX_BUFFER_SIZE = 40000; // TODO: Make buffers smaller and grow dynamically as needed.
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// 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)
+static void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
+{
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ if (g_pVB->Map(0, nullptr, reinterpret_cast<void**>(&vtx_dst)) != S_OK)
+ return;
+ if (g_pIB->Map(0, nullptr, reinterpret_cast<void**>(&idx_dst)) != S_OK)
+ return;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+ memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.size();
+ idx_dst += cmd_list->IdxBuffer.size();
+ }
+ g_pVB->Unmap(0, nullptr);
+ g_pIB->Unmap(0, nullptr);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = NULL;
+ g_pVertexConstantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&pConstantBuffer));
+
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const 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(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pVertexConstantBuffer->Unmap(0, nullptr);
+ }
+
+ // Setup viewport
+ {
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dCmdList->RSSetViewports(1, &vp);
+ }
+
+ ID3D12DescriptorHeap* descHeaps[] = { g_DescHeapCbvSrvUav.DescHeap };
+ g_pd3dCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
+
+ // Bind shader and vertex buffers
+ g_pd3dCmdList->SetGraphicsRootSignature(g_pRootSignature);
+ g_pd3dCmdList->SetPipelineState(g_pPSO);
+ g_pd3dCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ g_pd3dCmdList->IASetVertexBuffers(0, 1, &g_VBView);
+ g_pd3dCmdList->IASetIndexBuffer(&g_IBView);
+
+ g_pd3dCmdList->SetGraphicsRootConstantBufferView(0, g_pVertexConstantBuffer->GetGPUVirtualAddress());
+ //g_pd3dCmdList->SetGraphicsRootDescriptorTable(0, g_DescHeapCbvSrvUav.GetGpuHandle(eCB));
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dCmdList->OMSetBlendFactor(blendFactor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ 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)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ D3D12_GPU_DESCRIPTOR_HANDLE* FontTextureGpuHandle = (D3D12_GPU_DESCRIPTOR_HANDLE*)pcmd->TextureId;
+ g_pd3dCmdList->SetGraphicsRootDescriptorTable(1, *FontTextureGpuHandle);
+ g_pd3dCmdList->RSSetScissorRects(1, &r);
+ g_pd3dCmdList->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.size();
+ }
+
+ g_GpuFence.IncrFence();
+}
+
+LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ }
+ return 0;
+}
+
+void SetResourceBarrier(ID3D12GraphicsCommandList* commandList,
+ ID3D12Resource* res,
+ D3D12_RESOURCE_STATES before,
+ D3D12_RESOURCE_STATES after)
+{
+ D3D12_RESOURCE_BARRIER desc = {};
+ desc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ desc.Transition.pResource = res;
+ desc.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ desc.Transition.StateBefore = before;
+ desc.Transition.StateAfter = after;
+ desc.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ commandList->ResourceBarrier(1, &desc);
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImFont* font0 = io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18);
+
+ // Build
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Create DX12 texture
+ {
+ D3D12_RESOURCE_DESC Desc = {};
+ Desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ Desc.Width = width;
+ Desc.Height = height;
+ Desc.MipLevels = 1;
+ Desc.DepthOrArraySize = 1;
+ Desc.SampleDesc.Count = 1;
+ Desc.SampleDesc.Quality = 0;
+ Desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ Desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ Desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ Desc.Alignment = 0;
+
+ D3D12_HEAP_PROPERTIES texHeapProp = {
+ D3D12_HEAP_TYPE_DEFAULT,
+ D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
+ D3D12_MEMORY_POOL_UNKNOWN,
+ 1, 1
+ };
+
+ if (g_pFontTexture) g_pFontTexture->Release();
+
+ if (g_pd3dDevice->CreateCommittedResource(
+ &texHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &Desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pFontTexture)) != S_OK)
+ {
+ assert(0);
+ return;
+ }
+
+ g_pFontTexture->SetName(L"ImGuiFontTexture");
+
+ // Initialize texture
+ {
+ // Create the texture.
+ const UINT64 uploadBufferSize = GetRequiredIntermediateSize(g_pFontTexture, 0, 1);
+
+ // Create the GPU upload buffer.
+ if (g_pd3dDevice->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pFontTextureUploadHeap)) != S_OK)
+ {
+ assert(0);
+ return;
+ }
+ g_pFontTextureUploadHeap->SetName(L"Imgui_TextureUploadHeap");
+ // Copy data to the intermediate upload heap and then schedule a copy
+ // from the upload heap to the Texture2D.
+ D3D12_SUBRESOURCE_DATA textureData = {};
+ textureData.pData = pixels;
+ textureData.RowPitch = width * 4;
+ textureData.SlicePitch = textureData.RowPitch * height;
+
+ SetResourceBarrier(g_pd3dCmdList, g_pFontTexture, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COPY_DEST);
+
+ UpdateSubresources(g_pd3dCmdList, g_pFontTexture, g_pFontTextureUploadHeap, 0, 0, 1, &textureData);
+
+ SetResourceBarrier(g_pd3dCmdList, g_pFontTexture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ }
+
+ // SRV
+ D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
+ SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ SRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ SRVDesc.Texture2D.MipLevels = 1;
+ SRVDesc.Texture2D.MostDetailedMip = 0; // No MIP
+ SRVDesc.Texture2D.PlaneSlice = 0;
+ SRVDesc.Texture2D.ResourceMinLODClamp = 0.0f;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle = g_DescHeapCbvSrvUav.GetCpuHandle(eFontTexture);
+ g_pd3dDevice->CreateShaderResourceView(g_pFontTexture, &SRVDesc, CpuHandle);
+
+ // Store our identifier
+ D3D12_GPU_DESCRIPTOR_HANDLE* pGpuHandle = new D3D12_GPU_DESCRIPTOR_HANDLE;
+ (*pGpuHandle) = g_DescHeapCbvSrvUav.GetGpuHandle(eFontTexture);
+ io.Fonts->TexID = (void *)pGpuHandle;
+
+ //D3D12_SAMPLER_DESC samplerDesc;
+ //samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ //samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.MinLOD = -FLT_MAX;
+ //samplerDesc.MaxLOD = FLT_MAX;
+ //samplerDesc.MipLODBias = 0;
+ //samplerDesc.MaxAnisotropy = 0;
+ //samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ //mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart());
+ }
+
+ // Cleanup (don't clear the input data if you want to append new fonts later)
+ io.Fonts->ClearInputData();
+ io.Fonts->ClearTexData();
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pVB)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ D3D12_HEAP_PROPERTIES uploadHeapProp = {
+ D3D12_HEAP_TYPE_UPLOAD,
+ D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
+ D3D12_MEMORY_POOL_UNKNOWN,
+ 1, 1
+ };
+
+ ID3D10Blob* pVertexShaderBlob = NULL;
+ ID3D10Blob* pPixelShaderBlob = NULL;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float2 uv : TEXCOORD0;\
+ float4 col : COLOR0;\
+ };\
+ \
+ 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;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &pVertexShaderBlob, NULL);
+ if (pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ {
+ assert(0);
+ return false;
+ }
+
+ // Create the constant buffer
+ {
+ D3D12_RESOURCE_DESC cbResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
+ 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &cbResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pVertexConstantBuffer)) != S_OK)
+ {
+ assert(0);
+ return false;
+ }
+
+ g_pVertexConstantBuffer->SetName(L"ImguiVertexCB");
+
+ D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
+ cbvDesc.BufferLocation = g_pVertexConstantBuffer->GetGPUVirtualAddress();
+ cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE g_cbCpuHandle = g_DescHeapCbvSrvUav.GetCpuHandle(eVertexCB);
+ g_pd3dDevice->CreateConstantBufferView(&cbvDesc, g_cbCpuHandle);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pPixelShaderBlob, NULL);
+ if (pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ {
+ assert(0);
+ return false;
+ }
+ }
+
+ // Create the blending setup
+ D3D12_BLEND_DESC localBlendState;
+ {
+ ZeroMemory(&localBlendState, sizeof(localBlendState));
+ localBlendState.IndependentBlendEnable = false;
+ localBlendState.AlphaToCoverageEnable = false;
+ localBlendState.RenderTarget[0].BlendEnable = true;
+ localBlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ localBlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ localBlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ localBlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ localBlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ localBlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ localBlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ D3D12_RASTERIZER_DESC localRasterizeState;
+ {
+ ZeroMemory(&localRasterizeState, sizeof(localRasterizeState));
+ localRasterizeState.FillMode = D3D12_FILL_MODE_SOLID;
+ localRasterizeState.CullMode = D3D12_CULL_MODE_NONE;
+ //localRasterizeState.ScissorEnable = true;
+ localRasterizeState.DepthClipEnable = true;
+ }
+
+ // Create the vertex buffer
+ {
+ UINT VBSizeInByte = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
+ D3D12_RESOURCE_DESC vbResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ VBSizeInByte, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (FAILED(g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &vbResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pVB))))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_VBView.BufferLocation = g_pVB->GetGPUVirtualAddress();
+ g_VBView.StrideInBytes = sizeof(ImDrawVert);
+ g_VBView.SizeInBytes = VBSizeInByte;
+ }
+
+ // Create the index buffer
+ {
+ UINT IBSizeInByte = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);;
+ D3D12_RESOURCE_DESC ibResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ IBSizeInByte, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (FAILED(g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &ibResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pIB))))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_IBView.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ g_IBView.Format = DXGI_FORMAT_R16_UINT;
+ g_IBView.SizeInBytes = IBSizeInByte;
+ }
+
+ D3D12_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8 + 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+
+ {
+#if (1)
+ D3D12_DESCRIPTOR_RANGE range1[1];
+ range1[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
+ range1[0].NumDescriptors = 1;
+ range1[0].BaseShaderRegister = 0;
+ range1[0].RegisterSpace = 0;
+ range1[0].OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_DESCRIPTOR_RANGE range2[1];
+ range2[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ range2[0].NumDescriptors = 1;
+ range2[0].BaseShaderRegister = 0;
+ range2[0].RegisterSpace = 0;
+ range2[0].OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER rootParam[2];
+ // Init as constants
+ rootParam[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ rootParam[0].Descriptor.RegisterSpace = 0;
+ rootParam[0].Descriptor.ShaderRegister = 0;
+ rootParam[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ rootParam[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ rootParam[1].DescriptorTable.NumDescriptorRanges = 1;
+ rootParam[1].DescriptorTable.pDescriptorRanges = range2;
+ rootParam[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ //rootParam[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ //rootParam[0].DescriptorTable.NumDescriptorRanges = 1;
+ //rootParam[0].DescriptorTable.pDescriptorRanges = range1;
+ //rootParam[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ //rootParam[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ //rootParam[1].DescriptorTable.NumDescriptorRanges = 1;
+ //rootParam[1].DescriptorTable.pDescriptorRanges = range2;
+ //rootParam[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+#else
+ CD3DX12_DESCRIPTOR_RANGE descRange1[1];
+ descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0); // b0
+ CD3DX12_DESCRIPTOR_RANGE descRange2[1];
+ descRange2[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); // srv0
+
+ CD3DX12_ROOT_PARAMETER rootParam[2];
+ rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1, D3D12_SHADER_VISIBILITY_VERTEX);
+ rootParam[1].InitAsDescriptorTable(ARRAYSIZE(descRange2), descRange2, D3D12_SHADER_VISIBILITY_PIXEL);
+#endif
+
+ D3D12_STATIC_SAMPLER_DESC samplerDesc;
+ {
+ ZeroMemory(&samplerDesc, sizeof(samplerDesc));
+ samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.MipLODBias = 0.f;
+ samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ samplerDesc.MinLOD = 0.f;
+ samplerDesc.MaxLOD = 0.f;
+ }
+
+ ID3D10Blob *sig, *info;
+ D3D12_ROOT_SIGNATURE_DESC rootSigDesc = {};
+ rootSigDesc.NumParameters = sizeof(rootParam)/sizeof(rootParam[0]);
+ rootSigDesc.pParameters = rootParam;
+ rootSigDesc.NumStaticSamplers = 1;
+ rootSigDesc.pStaticSamplers = &samplerDesc;
+ rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+
+ if (FAILED(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_pd3dDevice->CreateRootSignature(0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ g_pRootSignature->SetName(L"ImguiRS");
+ sig->Release();
+ }
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.InputLayout.NumElements = 3;
+ psoDesc.InputLayout.pInputElementDescs = localLayout;
+ psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.VS.pShaderBytecode = pVertexShaderBlob->GetBufferPointer();
+ psoDesc.VS.BytecodeLength = pVertexShaderBlob->GetBufferSize();
+ psoDesc.PS.pShaderBytecode = pPixelShaderBlob->GetBufferPointer();
+ psoDesc.PS.BytecodeLength = pPixelShaderBlob->GetBufferSize();
+ psoDesc.RasterizerState = localRasterizeState;
+ psoDesc.BlendState = localBlendState;
+ psoDesc.DepthStencilState.DepthEnable = false;
+ psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
+ psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ psoDesc.DepthStencilState.StencilEnable = false;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
+ psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ psoDesc.SampleDesc.Count = 1;
+ if (FAILED(g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPSO))))
+ {
+ assert(0);
+ return false;
+ }
+ g_pPSO->SetName(L"ImGuiPso");
+ pVertexShaderBlob->Release();
+ pPixelShaderBlob->Release();
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pFontTexture)
+ {
+ g_pFontTexture->Release();
+ g_pFontTexture = NULL;
+ D3D12_GPU_DESCRIPTOR_HANDLE* pGpuHandle = (D3D12_GPU_DESCRIPTOR_HANDLE*)ImGui::GetIO().Fonts->TexID;
+ delete pGpuHandle;
+ ImGui::GetIO().Fonts->TexID = 0;
+ }
+
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+ if (g_pPSO) { g_pPSO->Release(); g_pPSO = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+}
+
+bool ImGui_ImplDX12_Init(void* hwnd, ID3D12Device* device, ID3D12CommandQueue* pCmdQueue, ID3D12GraphicsCommandList* pCmdList, ID3D12DescriptorHeap* descHeap, unsigned int descHeapBaseOffset)
+{
+ g_hWnd = (HWND)hwnd;
+ g_pd3dDevice = device;
+ g_pd3dCmdList = pCmdList;
+ g_pd3dCmdQueue = pCmdQueue;
+
+ if (!descHeap)
+ return false;
+
+ g_GpuFence.Init();
+
+ g_DescHeapCbvSrvUav.DescHeap = descHeap;
+ g_DescHeapCbvSrvUav.BaseOffset = descHeapBaseOffset;
+ g_DescHeapCbvSrvUav.IncrSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists;
+ io.ImeWindowHandle = g_hWnd;
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ // Command list should be closed before this method
+ g_GpuFence.WaitForFence();
+ g_GpuFence.Release();
+
+ if (g_pFontTextureUploadHeap) g_pFontTextureUploadHeap->Release();
+ g_pFontTextureUploadHeap = NULL;
+ if (g_pFontTexture) g_pFontTexture->Release();
+ g_pFontTexture = NULL;
+
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ ImGui::Shutdown();
+ g_pd3dDevice = NULL;
+ g_pd3dCmdList = NULL;
+ g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ if (!g_pVB)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h
new file mode 100644
index 0000000..0555607
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h
@@ -0,0 +1,23 @@
+// ImGui Win32 + DirectX12 binding
+// https://github.com/ocornut/imgui
+
+struct ID3D12Device;
+struct ID3D12DeviceContext;
+struct ID3D12DescriptorHeap;
+struct ID3D12GraphicsCommandList;
+struct ID3D12CommandQueue;
+
+bool ImGui_ImplDX12_Init(void* hwnd, ID3D12Device* device, ID3D12CommandQueue* pCmdQueue, ID3D12GraphicsCommandList* pCmdList, ID3D12DescriptorHeap* descHeap, unsigned int descHeapBaseOffset);
+void ImGui_ImplDX12_Shutdown();
+void ImGui_ImplDX12_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+void ImGui_ImplDX12_InvalidateDeviceObjects();
+bool ImGui_ImplDX12_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/main.cpp b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
new file mode 100644
index 0000000..7ac1fd1
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
@@ -0,0 +1,225 @@
+// ImGui - standalone example application for DirectX 11
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+ DXGI_SWAP_CHAIN_DESC sd;
+ g_pSwapChain->GetDesc(&sd);
+
+ // Create the render target
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ ImGui_ImplDX11_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup ImGui binding
+ ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // (see extra_fonts/README.txt for more details)
+ //ImGuiIO& io = ImGui::GetIO();
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+ // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
+ //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
+ //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
+
+ bool show_test_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_col = ImColor(114, 144, 154);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+ ImGui_ImplDX11_NewFrame();
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::ColorEdit3("clear color", (float*)&clear_col);
+ if (ImGui::Button("Test Window")) show_test_window ^= 1;
+ if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui_ImplDX11_Shutdown();
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/samples/D3D12/external/imgui/extra_fonts/Cousine-Regular.ttf b/samples/D3D12/external/imgui/extra_fonts/Cousine-Regular.ttf
new file mode 100644
index 0000000..70a0bf9
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/Cousine-Regular.ttf
Binary files differ
diff --git a/samples/D3D12/external/imgui/extra_fonts/DroidSans.ttf b/samples/D3D12/external/imgui/extra_fonts/DroidSans.ttf
new file mode 100644
index 0000000..767c63a
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/DroidSans.ttf
Binary files differ
diff --git a/samples/D3D12/external/imgui/extra_fonts/Karla-Regular.ttf b/samples/D3D12/external/imgui/extra_fonts/Karla-Regular.ttf
new file mode 100644
index 0000000..81b3de6
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/Karla-Regular.ttf
Binary files differ
diff --git a/samples/D3D12/external/imgui/extra_fonts/ProggyClean.ttf b/samples/D3D12/external/imgui/extra_fonts/ProggyClean.ttf
new file mode 100644
index 0000000..0270cdf
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/ProggyClean.ttf
Binary files differ
diff --git a/samples/D3D12/external/imgui/extra_fonts/ProggyTiny.ttf b/samples/D3D12/external/imgui/extra_fonts/ProggyTiny.ttf
new file mode 100644
index 0000000..1c4312c
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/ProggyTiny.ttf
Binary files differ
diff --git a/samples/D3D12/external/imgui/extra_fonts/README.txt b/samples/D3D12/external/imgui/extra_fonts/README.txt
new file mode 100644
index 0000000..f446f36
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/README.txt
@@ -0,0 +1,116 @@
+
+ The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
+ Those are only provided as a convenience, you can load your own .TTF files.
+
+---------------------------------
+ LOADING INSTRUCTIONS
+---------------------------------
+
+ Load default font with:
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.Fonts->AddFontDefault();
+
+ Load .TTF file with:
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+
+ Detailed options:
+
+ ImFontConfig config;
+ config.OversampleH = 3;
+ config.OversampleV = 3;
+ config.GlyphExtraSpacing.x = 1.0f;
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
+
+ Combine two fonts into one:
+
+ // Load main font
+ io.Fonts->AddFontDefault();
+
+ // Add character ranges and merge into main font
+ ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+ ImFontConfig config;
+ config.MergeMode = true;
+ io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges);
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config, io.Fonts->GetGlyphRangesJapanese());
+
+ Add a fourth parameter to bake specific font ranges only:
+
+ // Basic Latin, Extended Latin
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
+
+ // Include full set of about 21000 CJK Unified Ideographs
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+ // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChinese());
+
+ Offset font vertically by altering the io.Font->DisplayOffset value:
+
+ ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+ font->DisplayOffset.y += 1; // Render 1 pixel down
+
+---------------------------------
+ EMBED A FONT IN SOURCE CODE
+---------------------------------
+
+ Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
+
+ ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
+
+ Or
+
+ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
+
+---------------------------------
+ INCLUDED FONT FILES
+---------------------------------
+
+ Cousine-Regular.ttf
+ Digitized data copyright (c) 2010 Google Corporation.
+ Licensed under the SIL Open Font License, Version 1.1
+
+ DroidSans.ttf
+ Copyright (c) Steve Matteson
+ Apache License, version 2.0
+ http://www.google.com/fonts/specimen/Droid+Sans
+
+ ProggyClean.ttf
+ Copyright (c) 2004, 2005 Tristan Grimmer
+ MIT License
+ recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
+
+ ProggyTiny.ttf
+ Copyright (c) 2004, 2005 Tristan Grimmer
+ MIT License
+ recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
+
+ Karla-Regular
+ Copyright (c) 2012, Jonathan Pinhorn
+ SIL OPEN FONT LICENSE Version 1.1
+
+---------------------------------
+ LINKS
+---------------------------------
+
+ Typefaces for source code beautification
+ https://github.com/chrissimpkins/codeface
+
+ Proggy Programming Fonts
+ http://upperbounds.net
+
+ Inconsolata
+ http://www.levien.com/type/myfonts/inconsolata.html
+
+ Adobe Source Code Pro: Monospaced font family for user interface and coding environments
+ https://github.com/adobe-fonts/source-code-pro
+
+ Monospace/Fixed Width Programmer's Fonts
+ http://www.lowing.org/fonts/
+
+ (Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
+ http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
+
+ Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
diff --git a/samples/D3D12/external/imgui/extra_fonts/binary_to_compressed_c.cpp b/samples/D3D12/external/imgui/extra_fonts/binary_to_compressed_c.cpp
new file mode 100644
index 0000000..34411a0
--- /dev/null
+++ b/samples/D3D12/external/imgui/extra_fonts/binary_to_compressed_c.cpp
@@ -0,0 +1,364 @@
+// ImGui - binary_to_compressed_c.cpp
+// Helper tool to turn a file into a C array.
+// The data is first compressed with stb_compress() to reduce source code size.
+// Then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
+// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes.)
+// Useful if you want to embed fonts into your code.
+// Note that even with compression, the output array is likely to be bigger than the binary file..
+// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
+
+#define _CRT_SECURE_NO_WARNINGS
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <assert.h>
+
+// stb_compress* from stb.h - declaration
+typedef unsigned int stb_uint;
+typedef unsigned char stb_uchar;
+stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
+
+static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding);
+
+int main(int argc, char** argv)
+{
+ if (argc < 3)
+ {
+ printf("Syntax: %s [-base85] <inputfile> <symbolname>\n", argv[0]);
+ return 0;
+ }
+
+ int argn = 1;
+ bool use_base85_encoding = false;
+ if (argv[argn][0] == '-')
+ {
+ if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
+ else
+ {
+ printf("Unknown argument: '%s'\n", argv[argn]);
+ return 1;
+ }
+ }
+
+ binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding);
+ return 1;
+}
+
+char Encode85Byte(unsigned int x)
+{
+ x = (x % 85) + 35;
+ return (x>='\\') ? x+1 : x;
+}
+
+bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding)
+{
+ // Read file
+ FILE* f = fopen(filename, "rb");
+ if (!f) return false;
+ int data_sz;
+ if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
+ char* data = new char[data_sz+4];
+ if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
+ memset((void *)(((char*)data) + data_sz), 0, 4);
+ fclose(f);
+
+ // Compress
+ int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
+ char* compressed = new char[maxlen];
+ int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
+ memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
+
+ // Output as Base85 encoded
+ FILE* out = stdout;
+ fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
+ fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
+ if (use_base85_encoding)
+ {
+ fprintf(out, "static const char %s_compressed_data_base85[%d+1] =\n \"", symbol, (int)((compressed_sz+3)/4)*5);
+ int column = 0;
+ for (int i = 0; i < compressed_sz; i += 4)
+ {
+ unsigned int d = *(unsigned int*)(compressed + i);
+ fprintf(out, "%c%c%c%c%c", Encode85Byte(d), Encode85Byte(d/85), Encode85Byte(d/7225), Encode85Byte(d/614125), Encode85Byte(d/52200625));
+ if ((i % 112) == 112-4)
+ fprintf(out, "\"\n \"");
+ }
+ fprintf(out, "\";\n\n");
+ }
+ else
+ {
+ fprintf(out, "static const unsigned int %s_compressed_size = %d;\n", symbol, (int)compressed_sz);
+ fprintf(out, "static const unsigned int %s_compressed_data[%d/4] =\n{", symbol, (int)((compressed_sz+3)/4)*4);
+ int column = 0;
+ for (int i = 0; i < compressed_sz; i += 4)
+ {
+ unsigned int d = *(unsigned int*)(compressed + i);
+ if ((column++ % 12) == 0)
+ fprintf(out, "\n 0x%08x, ", d);
+ else
+ fprintf(out, "0x%08x, ", d);
+ }
+ fprintf(out, "\n};\n\n");
+ }
+
+ // Cleanup
+ delete[] data;
+ delete[] compressed;
+ return true;
+}
+
+// stb_compress* from stb.h - definition
+
+//////////////////// compressor ///////////////////////
+
+static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
+{
+ const unsigned long ADLER_MOD = 65521;
+ unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+ unsigned long blocklen, i;
+
+ blocklen = buflen % 5552;
+ while (buflen) {
+ for (i=0; i + 7 < blocklen; i += 8) {
+ s1 += buffer[0], s2 += s1;
+ s1 += buffer[1], s2 += s1;
+ s1 += buffer[2], s2 += s1;
+ s1 += buffer[3], s2 += s1;
+ s1 += buffer[4], s2 += s1;
+ s1 += buffer[5], s2 += s1;
+ s1 += buffer[6], s2 += s1;
+ s1 += buffer[7], s2 += s1;
+
+ buffer += 8;
+ }
+
+ for (; i < blocklen; ++i)
+ s1 += *buffer++, s2 += s1;
+
+ s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+ buflen -= blocklen;
+ blocklen = 5552;
+ }
+ return (s2 << 16) + s1;
+}
+
+static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
+{
+ stb_uint i;
+ for (i=0; i < maxlen; ++i)
+ if (m1[i] != m2[i]) return i;
+ return i;
+}
+
+// simple implementation that just takes the source data in a big block
+
+static stb_uchar *stb__out;
+static FILE *stb__outfile;
+static stb_uint stb__outbytes;
+
+static void stb__write(unsigned char v)
+{
+ fputc(v, stb__outfile);
+ ++stb__outbytes;
+}
+
+#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
+
+static void stb_out2(stb_uint v)
+{
+ stb_out(v >> 8);
+ stb_out(v);
+}
+
+static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
+static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16);
+stb_out(v >> 8 ); stb_out(v); }
+
+static void outliterals(stb_uchar *in, int numlit)
+{
+ while (numlit > 65536) {
+ outliterals(in,65536);
+ in += 65536;
+ numlit -= 65536;
+ }
+
+ if (numlit == 0) ;
+ else if (numlit <= 32) stb_out (0x000020 + numlit-1);
+ else if (numlit <= 2048) stb_out2(0x000800 + numlit-1);
+ else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
+
+ if (stb__out) {
+ memcpy(stb__out,in,numlit);
+ stb__out += numlit;
+ } else
+ fwrite(in, 1, numlit, stb__outfile);
+}
+
+static int stb__window = 0x40000; // 256K
+
+static int stb_not_crap(int best, int dist)
+{
+ return ((best > 2 && dist <= 0x00100)
+ || (best > 5 && dist <= 0x04000)
+ || (best > 7 && dist <= 0x80000));
+}
+
+static stb_uint stb__hashsize = 32768;
+
+// note that you can play with the hashing functions all you
+// want without needing to change the decompressor
+#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c])
+#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
+#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e])
+
+static unsigned int stb__running_adler;
+
+static int stb_compress_chunk(stb_uchar *history,
+ stb_uchar *start,
+ stb_uchar *end,
+ int length,
+ int *pending_literals,
+ stb_uchar **chash,
+ stb_uint mask)
+{
+ (void)history;
+ int window = stb__window;
+ stb_uint match_max;
+ stb_uchar *lit_start = start - *pending_literals;
+ stb_uchar *q = start;
+
+#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask)
+
+ // stop short of the end so we don't scan off the end doing
+ // the hashing; this means we won't compress the last few bytes
+ // unless they were part of something longer
+ while (q < start+length && q+12 < end) {
+ int m;
+ stb_uint h1,h2,h3,h4, h;
+ stb_uchar *t;
+ int best = 2, dist=0;
+
+ if (q+65536 > end)
+ match_max = end-q;
+ else
+ match_max = 65536;
+
+#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap(b,d)))
+
+#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \
+ if (p ? dist != q-t : 1) \
+ if ((m = stb_matchlen(t, q, match_max)) > best) \
+ if (stb__nc(m,q-(t))) \
+ best = m, dist = q - (t)
+
+ // rather than search for all matches, only try 4 candidate locations,
+ // chosen based on 4 different hash functions of different lengths.
+ // this strategy is inspired by LZO; hashing is unrolled here using the
+ // 'hc' macro
+ h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
+ t = chash[h1]; if (t) STB__TRY(t,0);
+ h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
+ h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1);
+ h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
+ h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1);
+ h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
+ t = chash[h4]; if (t) STB__TRY(t,1);
+
+ // because we use a shared hash table, can only update it
+ // _after_ we've probed all of them
+ chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
+
+ if (best > 2)
+ assert(dist > 0);
+
+ // see if our best match qualifies
+ if (best < 3) { // fast path literals
+ ++q;
+ } else if (best > 2 && best <= 0x80 && dist <= 0x100) {
+ outliterals(lit_start, q-lit_start); lit_start = (q += best);
+ stb_out(0x80 + best-1);
+ stb_out(dist-1);
+ } else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
+ outliterals(lit_start, q-lit_start); lit_start = (q += best);
+ stb_out2(0x4000 + dist-1);
+ stb_out(best-1);
+ } else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
+ outliterals(lit_start, q-lit_start); lit_start = (q += best);
+ stb_out3(0x180000 + dist-1);
+ stb_out(best-1);
+ } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
+ outliterals(lit_start, q-lit_start); lit_start = (q += best);
+ stb_out3(0x100000 + dist-1);
+ stb_out2(best-1);
+ } else if (best > 9 && dist <= 0x1000000) {
+ if (best > 65536) best = 65536;
+ outliterals(lit_start, q-lit_start); lit_start = (q += best);
+ if (best <= 0x100) {
+ stb_out(0x06);
+ stb_out3(dist-1);
+ stb_out(best-1);
+ } else {
+ stb_out(0x04);
+ stb_out3(dist-1);
+ stb_out2(best-1);
+ }
+ } else { // fallback literals if no match was a balanced tradeoff
+ ++q;
+ }
+ }
+
+ // if we didn't get all the way, add the rest to literals
+ if (q-start < length)
+ q = start+length;
+
+ // the literals are everything from lit_start to q
+ *pending_literals = (q - lit_start);
+
+ stb__running_adler = stb_adler32(stb__running_adler, start, q - start);
+ return q - start;
+}
+
+static int stb_compress_inner(stb_uchar *input, stb_uint length)
+{
+ int literals = 0;
+ stb_uint len,i;
+
+ stb_uchar **chash;
+ chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
+ if (chash == NULL) return 0; // failure
+ for (i=0; i < stb__hashsize; ++i)
+ chash[i] = NULL;
+
+ // stream signature
+ stb_out(0x57); stb_out(0xbc);
+ stb_out2(0);
+
+ stb_out4(0); // 64-bit length requires 32-bit leading 0
+ stb_out4(length);
+ stb_out4(stb__window);
+
+ stb__running_adler = 1;
+
+ len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
+ assert(len == length);
+
+ outliterals(input+length - literals, literals);
+
+ free(chash);
+
+ stb_out2(0x05fa); // end opcode
+
+ stb_out4(stb__running_adler);
+
+ return 1; // success
+}
+
+stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
+{
+ stb__out = out;
+ stb__outfile = NULL;
+
+ stb_compress_inner(input, length);
+
+ return stb__out - out;
+}
diff --git a/samples/D3D12/external/imgui/imconfig.h b/samples/D3D12/external/imgui/imconfig.h
new file mode 100644
index 0000000..20f58b2
--- /dev/null
+++ b/samples/D3D12/external/imgui/imconfig.h
@@ -0,0 +1,56 @@
+//-----------------------------------------------------------------------------
+// USER IMPLEMENTATION
+// This file contains compile-time options for ImGui.
+// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+//---- Define assertion handler. Defaults to calling assert().
+//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
+
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+//#define IMGUI_API __declspec( dllexport )
+//#define IMGUI_API __declspec( dllimport )
+
+//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
+//#define IMGUI_INCLUDE_IMGUI_USER_INL
+
+//---- Include imgui_user.h at the end of imgui.h
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+
+//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+
+//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
+//#define IMGUI_DISABLE_TEST_WINDOWS
+
+//---- Don't define obsolete functions names
+//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+//---- Implement STB libraries in a namespace to avoid conflicts
+//#define IMGUI_STB_NAMESPACE ImGuiStb
+
+//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
+/*
+#define IM_VEC2_CLASS_EXTRA \
+ ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
+ operator MyVec2() const { return MyVec2(x,y); }
+
+#define IM_VEC4_CLASS_EXTRA \
+ ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
+ operator MyVec4() const { return MyVec4(x,y,z,w); }
+*/
+
+//---- Freely implement extra functions within the ImGui:: namespace.
+//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
+//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
+/*
+namespace ImGui
+{
+ void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
+ void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
+}
+*/
+
diff --git a/samples/D3D12/external/imgui/imgui.cpp b/samples/D3D12/external/imgui/imgui.cpp
new file mode 100644
index 0000000..d9b0cf2
--- /dev/null
+++ b/samples/D3D12/external/imgui/imgui.cpp
@@ -0,0 +1,8920 @@
+// ImGui library v1.44
+// Main code & documentation
+
+// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+// Releases change-log at https://github.com/ocornut/imgui/releases
+// Developed by Omar Cornut and ImGui contributors.
+
+/*
+
+ Index
+ - MISSION STATEMENT
+ - END-USER GUIDE
+ - PROGRAMMER GUIDE (read me!)
+ - API BREAKING CHANGES (read me when you update!)
+ - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+ - How do I update to a newer version of ImGui?
+ - Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
+ - Why is my text output blurry?
+ - How can I load a different font than the default?
+ - How can I load multiple fonts?
+ - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ - ISSUES & TODO-LIST
+ - CODE
+
+
+ MISSION STATEMENT
+ =================
+
+ - easy to use to create code-driven and data-driven tools
+ - easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
+ - easy to hack and improve
+ - minimize screen real-estate usage
+ - minimize setup and maintenance
+ - minimize state storage on user side
+ - portable, minimize dependencies, run on target (consoles, phones, etc.)
+ - efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
+ - read about immediate-mode gui principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
+
+ Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
+ - doesn't look fancy, doesn't animate
+ - limited layout features, intricate layouts are typically crafted in code
+ - occasionally uses statically sized buffers for string manipulations - won't crash, but some very long pieces of text may be clipped. functions like ImGui::TextUnformatted() don't have such restriction.
+
+
+ END-USER GUIDE
+ ==============
+
+ - double-click title bar to collapse window
+ - click upper right corner to close a window, available when 'bool* p_opened' is passed to ImGui::Begin()
+ - click and drag on lower right corner to resize window
+ - click and drag on any empty space to move window
+ - double-click/double-tap on lower right corner grip to auto-fit to content
+ - TAB/SHIFT+TAB to cycle through keyboard editable fields
+ - use mouse wheel to scroll
+ - use CTRL+mouse wheel to zoom window contents (if IO.FontAllowScaling is true)
+ - CTRL+Click on a slider or drag box to input value as text
+ - text editor:
+ - Hold SHIFT or use mouse to select text.
+ - CTRL+Left/Right to word jump
+ - CTRL+Shift+Left/Right to select words
+ - CTRL+A our Double-Click to select all
+ - CTRL+X,CTRL+C,CTRL+V to use OS clipboard
+ - CTRL+Z,CTRL+Y to undo/redo
+ - ESCAPE to revert text to its original value
+ - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ - read the FAQ below this section!
+ - your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
+ - call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - see examples/ folder for standalone sample applications. e.g. examples/opengl_example/
+ - customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
+
+ - getting started:
+ - initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the 'Settings' data.
+ - every frame:
+ 1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
+ 2/ use any ImGui function you want between NewFrame() and Render()
+ 3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
+ - all rendering information are stored into command-lists until ImGui::Render() is called.
+ - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
+ - effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
+ - refer to the examples applications in the examples/ folder for instruction on how to setup your code.
+ - a typical application skeleton may be:
+
+ // Application init
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize.x = 1920.0f;
+ io.DisplaySize.y = 1280.0f;
+ io.DeltaTime = 1.0f/60.0f;
+ io.IniFilename = "imgui.ini";
+ // TODO: Fill others settings of the io structure
+
+ // Load texture
+ unsigned char* pixels;
+ int width, height, bytes_per_pixels;
+ io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
+ // TODO: copy texture to graphics memory.
+ // TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
+
+ // Application main loop
+ while (true)
+ {
+ // 1) get low-level input
+ // e.g. on Win32, GetKeyboardState(), or poll your events, etc.
+
+ // 2) TODO: fill all fields of IO structure and call NewFrame
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = mouse_pos;
+ io.MouseDown[0] = mouse_button_0;
+ io.KeysDown[i] = ...
+ ImGui::NewFrame();
+
+ // 3) most of your application code here - you can use any of ImGui::* functions at any point in the frame
+ ImGui::Begin("My window");
+ ImGui::Text("Hello, world.");
+ ImGui::End();
+ GameUpdate();
+ GameRender();
+
+ // 4) render & swap video buffers
+ ImGui::Render();
+ // swap video buffer, etc.
+ }
+
+ - after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui
+ wants to use your inputs. if it does you can discard/hide the inputs from the rest of your application.
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
+ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
+ Also read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+ you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+ this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+ - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+ - the signature of the io.RenderDrawListsFn handler has changed!
+ ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+ became:
+ ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+ argument 'cmd_lists' -> 'draw_data->CmdLists'
+ argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
+ ImDrawList 'commands' -> 'CmdBuffer'
+ ImDrawList 'vtx_buffer' -> 'VtxBuffer'
+ ImDrawList n/a -> 'IdxBuffer' (new)
+ ImDrawCmd 'vtx_count' -> 'ElemCount'
+ ImDrawCmd 'clip_rect' -> 'ClipRect'
+ ImDrawCmd 'user_callback' -> 'UserCallback'
+ ImDrawCmd 'texture_id' -> 'TextureId'
+ - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+ - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+ - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "opened" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete).
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete).
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function (will obsolete).
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function (will obsolete).
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+ (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+ this sequence:
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ // <Copy to GPU>
+ became:
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ // <Copy to GPU>
+ io.Fonts->TexID = (your_texture_identifier);
+ you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
+ it is now recommended that you sample the font texture with bilinear interpolation.
+ (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
+ (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+ (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+ ======================================
+
+ Q: How do I update to a newer version of ImGui?
+ A: Overwrite the following files:
+ imgui.cpp
+ imgui.h
+ imgui_demo.cpp
+ imgui_draw.cpp
+ imgui_internal.h
+ stb_rect_pack.h
+ stb_textedit.h
+ stb_truetype.h
+ Don't overwrite imconfig.h if you have modification to your copy.
+ Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
+ in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
+
+ Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
+ A: Yes. A primer on the use of labels/IDs in ImGui..
+
+ - Elements that are not clickable, such as Text() items don't need an ID.
+
+ - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
+ to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
+
+ Button("OK"); // Label = "OK", ID = hash of "OK"
+ Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
+
+ - ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" in two different windows
+ or in two different locations of a tree.
+
+ - if you have a same ID twice in the same location, you'll have a conflict:
+
+ Button("OK");
+ Button("OK"); // ID collision! Both buttons will be treated as the same.
+
+ Fear not! this is easy to solve and there are many ways to solve it!
+
+ - when passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
+ use "##" to pass a complement to the ID that won't be visible to the end-user:
+
+ Button("Play##0"); // Label = "Play", ID = hash of "Play##0"
+ Button("Play##1"); // Label = "Play", ID = hash of "Play##1" (different from above)
+
+ - so if you want to hide the label but need an ID:
+
+ Checkbox("##On", &b); // Label = "", ID = hash of "##On"
+
+ - occasionally (rarely) you might want change a label while preserving a constant ID. This allows you to animate labels.
+ use "###" to pass a label that isn't part of ID:
+
+ Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
+ Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
+
+ - use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
+ this is the most convenient way of distinguish ID if you are iterating and creating many UI elements.
+ you can push a pointer, a string or an integer value. remember that ID are formed from the addition of everything in the ID stack!
+
+ for (int i = 0; i < 100; i++)
+ {
+ PushID(i);
+ Button("Click"); // Label = "Click", ID = hash of integer + "label" (unique)
+ PopID();
+ }
+
+ for (int i = 0; i < 100; i++)
+ {
+ MyObject* obj = Objects[i];
+ PushID(obj);
+ Button("Click"); // Label = "Click", ID = hash of pointer + "label" (unique)
+ PopID();
+ }
+
+ for (int i = 0; i < 100; i++)
+ {
+ MyObject* obj = Objects[i];
+ PushID(obj->Name);
+ Button("Click"); // Label = "Click", ID = hash of string + "label" (unique)
+ PopID();
+ }
+
+ - more example showing that you can stack multiple prefixes into the ID stack:
+
+ Button("Click"); // Label = "Click", ID = hash of "Click"
+ PushID("node");
+ Button("Click"); // Label = "Click", ID = hash of "node" + "Click"
+ PushID(my_ptr);
+ Button("Click"); // Label = "Click", ID = hash of "node" + ptr + "Click"
+ PopID();
+ PopID();
+
+ - tree nodes implicitly creates a scope for you by calling PushID().
+
+ Button("Click"); // Label = "Click", ID = hash of "Click"
+ if (TreeNode("node"))
+ {
+ Button("Click"); // Label = "Click", ID = hash of "node" + "Click"
+ TreePop();
+ }
+
+ - when working with trees, ID are used to preserve the opened/closed state of each tree node.
+ depending on your use cases you may want to use strings, indices or pointers as ID.
+ e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
+ e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
+
+ Q: Why is my text output blurry?
+ A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+
+ Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
+ A: Use the font atlas to load the TTF file you want:
+
+ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+ io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+
+ Q: How can I load multiple fonts?
+ A: Use the font atlas to pack them into a single texture:
+
+ ImFont* font0 = io.Fonts->AddFontDefault();
+ ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+ ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
+ io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+ // the first loaded font gets used by default
+ // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
+
+ // Options
+ ImFontConfig config;
+ config.OversampleH = 3;
+ config.OversampleV = 3;
+ config.GlyphExtraSpacing.x = 1.0f;
+ io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
+
+ // Combine multiple fonts into one
+ ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+ ImFontConfig config;
+ config.MergeMode = true;
+ io.Fonts->AddFontDefault();
+ io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges);
+ io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese());
+
+ Read extra_fonts/README.txt or ImFontAtlas class for more details.
+
+ Q: How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. ImGui will support UTF-8 encoding across the board.
+ Character input depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
+
+ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters
+ io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+ io.ImeWindowHandle = MY_HWND; // To input using Microsoft IME, give ImGui the hwnd of your application
+
+ - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
+ - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
+ - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. this is also useful to set yourself in the context of a window (to get/set other settings)
+ - tip: you can call Render() multiple times (e.g for VR renders).
+ - tip: call and read the ShowTestWindow() code for more example of how to use ImGui!
+
+
+ ISSUES & TODO-LIST
+ ==================
+ Issue numbers (#) refer to github issues.
+ The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
+
+ - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
+ - window: allow resizing of child windows (possibly given min/max for each axis?)
+ - window: background options for child windows, border option (disable rounding)
+ - window: resizing from any sides? + mouse cursor directives for app.
+ - window: get size/pos helpers given names (see discussion in #249)
+ - window: a collapsed window can be stuck behind the main menu bar?
+ - scrolling: add horizontal scroll
+!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
+ - widgets: clean up widgets internal toward exposing everything.
+ - widgets: add a disabled/read-only mode (#211)
+ - main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
+ - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
+ - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
+ - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
+ - input text multi-line: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
+ - input text multi-line: line numbers? status bar? (follow up on #200)
+ - input number: optional range min/max for Input*() functions
+ - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
+ - input number: use mouse wheel to step up/down
+ - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
+ - text: proper alignment options
+ - layout: horizontal layout helper (#97)
+ - layout: more generic alignment state (left/right/centered) for single items?
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
+ - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#125)
+ - columns: columns header to act as button (~sort op) and allow resize/reorder (#125)
+ - columns: user specify columns size (#125)
+ - popup: border options. richer api like BeginChild() perhaps? (#197)
+ - combo: sparse combo boxes (via function call?)
+ - combo: contents should extends to fit label if combo widget is small
+ - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keybord for custom listbox (pr #203)
+ - listbox: multiple selection
+ - listbox: user may want to initial scroll to focus on the one selected value?
+ - listbox: keyboard navigation.
+ - listbox: scrolling should track modified selection.
+ - menus: local shortcuts, global shortcuts (#126)
+ - menus: icons
+ - menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
+ - tabs
+ - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
+ - gauge: various forms of gauge/loading bars widgets
+ - color: add a better color picker (perhaps a popup).
+ - plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals)
+ - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
+ - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
+ - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
+ - file selection widget -> build the tool in our codebase to improve model-dialog idioms
+ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
+ - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
+ - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
+ - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
+ - slider & drag: int data passing through a float
+ - drag float: up/down axis
+ - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now.
+ - text edit: centered text for slider as input text so it matches typical positioning.
+ - text edit: flag to disable live update of the user buffer.
+ - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
+ - tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
+ - textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
+ - settings: write more decent code to allow saving/loading new fields
+ - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
+ - style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost.
+ - style: colorbox not always square?
+ - text: simple markup language for color change?
+ - log: LogButtons() options for specifying depth and/or hiding depth slider
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
+ - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
+ - filters: set a current filter that tree node can automatically query to hide themselves
+ - filters: handle wildcards (with implicit leading/trailing *), regexps
+ - shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
+!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
+ - keyboard: full keyboard navigation and focus.
+ - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
+ - input: rework IO to be able to pass actual events to fix temporal aliasing issues.
+ - input: support track pad style scrolling & slider edit.
+ - memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
+ - misc: mark printf compiler attributes on relevant functions
+ - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
+ - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
+ - style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
+ - style editor: color child window height expressed in multiple of line height.
+ - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
+ - optimization: turn some the various stack vectors into statically-sized arrays
+ - optimization: better clipping for multi-component widgets
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#include "imgui_internal.h"
+
+#include <ctype.h> // toupper, isprint
+#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
+#include <stdio.h> // vsnprintf, sscanf, printf
+#include <new> // new (ptr)
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+
+// Clang warnings with -Weverything
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
+#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning : function xx could be declared with attribute 'noreturn' warning // GetDefaultFontData() asserts which some implementation makes it never return.
+#pragma clang diagnostic ignored "-Wdeprecated-declarations"// warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#endif
+#ifdef __GNUC__
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#endif
+
+//-------------------------------------------------------------------------
+// Forward Declarations
+//-------------------------------------------------------------------------
+
+static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
+static const char* FindTextDisplayEnd(const char* text, const char* text_end = NULL);
+
+static void PushMultiItemsWidths(int components, float w_full = 0.0f);
+static float GetDraggedColumnOffset(int column_index);
+
+static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
+
+static void SetCurrentFont(ImFont* font);
+static void SetCurrentWindow(ImGuiWindow* window);
+static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
+static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond);
+static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond);
+static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond);
+static ImGuiWindow* FindWindowByName(const char* name);
+static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
+static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
+static inline bool IsWindowContentHoverable(ImGuiWindow* window);
+static void ClearSetNextWindowData();
+static void CheckStacksSize(ImGuiWindow* window, bool write);
+static void Scrollbar(ImGuiWindow* window);
+static bool CloseWindowButton(bool* p_opened);
+
+static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
+static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
+static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
+
+static ImGuiIniData* FindWindowSettings(const char* name);
+static ImGuiIniData* AddWindowSettings(const char* name);
+static void LoadSettings();
+static void SaveSettings();
+static void MarkSettingsDirty();
+
+static void PushClipRect(const ImRect& clip_rect, bool clipped_by_current = true);
+static void PushColumnClipRect(int column_index = -1);
+static void PopClipRect();
+static ImRect GetVisibleRect();
+
+static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags);
+static void CloseInactivePopups();
+static void ClosePopupToLevel(int remaining);
+static void ClosePopup(ImGuiID id);
+static bool IsPopupOpen(ImGuiID id);
+static ImGuiWindow* GetFrontMostModalRootWindow();
+static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner);
+
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
+static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
+static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
+static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
+static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
+
+//-----------------------------------------------------------------------------
+// Platform dependent default implementations
+//-----------------------------------------------------------------------------
+
+static const char* GetClipboardTextFn_DefaultImpl();
+static void SetClipboardTextFn_DefaultImpl(const char* text);
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+// We access everything through this pointer (always assumed to be != NULL)
+// You can swap the pointer to a different context by calling ImGui::SetInternalState()
+static ImGuiState GImDefaultState;
+ImGuiState* GImGui = &GImDefaultState;
+
+// Statically allocated default font atlas. This is merely a maneuver to keep ImFontAtlas definition at the bottom of the .h file (otherwise it'd be inside ImGuiIO)
+// Also we wouldn't be able to new() one at this point, before users may define IO.MemAllocFn.
+static ImFontAtlas GImDefaultFontAtlas;
+
+//-----------------------------------------------------------------------------
+// User facing structures
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+ Alpha = 1.0f; // Global alpha applies to everything in ImGui
+ WindowPadding = ImVec2(8,8); // Padding within a window
+ WindowMinSize = ImVec2(32,32); // Minimum window size
+ WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+ WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
+ ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
+ FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
+ FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
+ ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
+ ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+ TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+ WindowFillAlphaDefault = 0.70f; // Default alpha of window background, if not specified in ImGui::Begin()
+ IndentSpacing = 22.0f; // Horizontal spacing when e.g. entering a tree node
+ ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
+ ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
+ ScrollbarRounding = 0.0f; // Radius of grab corners rounding for scrollbar
+ GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
+ GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+ DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+ AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
+ AntiAliasedShapes = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+
+ Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+ Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+ Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
+ Colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ Colors[ImGuiCol_Border] = ImVec4(0.70f, 0.70f, 0.70f, 0.65f);
+ Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f); // Background of checkbox, radio button, plot, slider, text input
+ Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);
+ Colors[ImGuiCol_FrameBgActive] = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
+ Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.50f, 1.00f, 0.45f);
+ Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+ Colors[ImGuiCol_TitleBgActive] = ImVec4(0.50f, 0.50f, 1.00f, 0.55f);
+ Colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.60f);
+ Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.40f, 0.80f, 0.15f);
+ Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
+ Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
+ Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
+ Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
+ Colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
+ Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+ Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
+ Colors[ImGuiCol_Button] = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);
+ Colors[ImGuiCol_ButtonHovered] = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);
+ Colors[ImGuiCol_ButtonActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
+ Colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
+ Colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
+ Colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
+ Colors[ImGuiCol_Column] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+ Colors[ImGuiCol_ColumnHovered] = ImVec4(0.70f, 0.60f, 0.60f, 1.00f);
+ Colors[ImGuiCol_ColumnActive] = ImVec4(0.90f, 0.70f, 0.70f, 1.00f);
+ Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+ Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
+ Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
+ Colors[ImGuiCol_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
+ Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
+ Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
+ Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+ Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+ Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+ Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
+ Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+ImGuiIO::ImGuiIO()
+{
+ // Most fields are initialized with zero
+ memset(this, 0, sizeof(*this));
+
+ DisplaySize = ImVec2(-1.0f, -1.0f);
+ DeltaTime = 1.0f/60.0f;
+ IniSavingRate = 5.0f;
+ IniFilename = "imgui.ini";
+ LogFilename = "imgui_log.txt";
+ Fonts = &GImDefaultFontAtlas;
+ FontGlobalScale = 1.0f;
+ MousePos = ImVec2(-1,-1);
+ MousePosPrev = ImVec2(-1,-1);
+ MouseDoubleClickTime = 0.30f;
+ MouseDoubleClickMaxDist = 6.0f;
+ MouseDragThreshold = 6.0f;
+ for (int i = 0; i < ImGuiKey_COUNT; i++)
+ KeyMap[i] = -1;
+ KeyRepeatDelay = 0.250f;
+ KeyRepeatRate = 0.050f;
+ UserData = NULL;
+
+ // User functions
+ RenderDrawListsFn = NULL;
+ MemAllocFn = malloc;
+ MemFreeFn = free;
+ GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
+ SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
+ ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
+}
+
+// Pass in translated ASCII characters for text input.
+// - with glfw you can get those from the callback set in glfwSetCharCallback()
+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
+void ImGuiIO::AddInputCharacter(ImWchar c)
+{
+ const int n = ImStrlenW(InputCharacters);
+ if (n + 1 < IM_ARRAYSIZE(InputCharacters))
+ {
+ InputCharacters[n] = c;
+ InputCharacters[n+1] = '\0';
+ }
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+ // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
+ const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
+ ImWchar wchars[wchars_buf_len];
+ ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
+ for (int i = 0; wchars[i] != 0 && i < wchars_buf_len; i++)
+ AddInputCharacter(wchars[i]);
+}
+
+//-----------------------------------------------------------------------------
+// HELPERS
+//-----------------------------------------------------------------------------
+
+#define IM_INT_MIN (-2147483647-1)
+#define IM_INT_MAX (2147483647)
+
+// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+#ifdef _MSC_VER
+#define IM_NEWLINE "\r\n"
+#else
+#define IM_NEWLINE "\n"
+#endif
+
+bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c)
+{
+ bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
+ bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
+ bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
+ return ((b1 == b2) && (b2 == b3));
+}
+
+int ImStricmp(const char* str1, const char* str2)
+{
+ int d;
+ while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
+ return d;
+}
+
+int ImStrnicmp(const char* str1, const char* str2, int count)
+{
+ int d = 0;
+ while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+ return d;
+}
+
+char* ImStrdup(const char *str)
+{
+ char *buff = (char*)ImGui::MemAlloc(strlen(str) + 1);
+ IM_ASSERT(buff);
+ strcpy(buff, str);
+ return buff;
+}
+
+int ImStrlenW(const ImWchar* str)
+{
+ int n = 0;
+ while (*str++) n++;
+ return n;
+}
+
+const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
+{
+ while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
+ buf_mid_line--;
+ return buf_mid_line;
+}
+
+const char* ImStristr(const char* haystack, const char* needle, const char* needle_end)
+{
+ if (!needle_end)
+ needle_end = needle + strlen(needle);
+
+ const char un0 = (char)toupper(*needle);
+ while (*haystack)
+ {
+ if (toupper(*haystack) == un0)
+ {
+ const char* b = needle + 1;
+ for (const char* a = haystack + 1; b < needle_end; a++, b++)
+ if (toupper(*a) != toupper(*b))
+ break;
+ if (b == needle_end)
+ return haystack;
+ }
+ haystack++;
+ }
+ return NULL;
+}
+
+int ImFormatString(char* buf, int buf_size, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ int w = vsnprintf(buf, buf_size, fmt, args);
+ va_end(args);
+ buf[buf_size-1] = 0;
+ return (w == -1) ? buf_size : w;
+}
+
+int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args)
+{
+ int w = vsnprintf(buf, buf_size, fmt, args);
+ buf[buf_size-1] = 0;
+ return (w == -1) ? buf_size : w;
+}
+
+// Pass data_size==0 for zero-terminated string
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0)
+{
+ static ImU32 crc32_lut[256] = { 0 };
+ if (!crc32_lut[1])
+ {
+ const ImU32 polynomial = 0xEDB88320;
+ for (ImU32 i = 0; i < 256; i++)
+ {
+ ImU32 crc = i;
+ for (ImU32 j = 0; j < 8; j++)
+ crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
+ crc32_lut[i] = crc;
+ }
+ }
+
+ seed = ~seed;
+ ImU32 crc = seed;
+ const unsigned char* current = (const unsigned char*)data;
+
+ if (data_size > 0)
+ {
+ // Known size
+ while (data_size--)
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
+ }
+ else
+ {
+ // Zero-terminated string
+ while (unsigned char c = *current++)
+ {
+ // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+ // Because this syntax is rarely used we are optimizing for the common case.
+ // - If we reach ### in the string we discard the hash so far and reset to the seed.
+ // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
+ if (c == '#' && current[0] == '#' && current[1] == '#')
+ crc = seed;
+
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+ }
+ }
+ return ~crc;
+}
+
+//-----------------------------------------------------------------------------
+// ImText* helpers
+//-----------------------------------------------------------------------------
+
+// Convert UTF-8 to 32-bits character, process single character input.
+// Based on stb_from_utf8() from github.com/nothings/stb/
+// We handle UTF-8 decoding error by skipping forward.
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+ unsigned int c = (unsigned int)-1;
+ const unsigned char* str = (const unsigned char*)in_text;
+ if (!(*str & 0x80))
+ {
+ c = (unsigned int)(*str++);
+ *out_char = c;
+ return 1;
+ }
+ if ((*str & 0xe0) == 0xc0)
+ {
+ *out_char = 0;
+ if (in_text_end && in_text_end - (const char*)str < 2) return 0;
+ if (*str < 0xc2) return 0;
+ c = (unsigned int)((*str++ & 0x1f) << 6);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (*str++ & 0x3f);
+ *out_char = c;
+ return 2;
+ }
+ if ((*str & 0xf0) == 0xe0)
+ {
+ *out_char = 0;
+ if (in_text_end && in_text_end - (const char*)str < 3) return 0;
+ if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 0;
+ if (*str == 0xed && str[1] > 0x9f) return 0; // str[1] < 0x80 is checked below
+ c = (unsigned int)((*str++ & 0x0f) << 12);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (unsigned int)((*str++ & 0x3f) << 6);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (*str++ & 0x3f);
+ *out_char = c;
+ return 3;
+ }
+ if ((*str & 0xf8) == 0xf0)
+ {
+ *out_char = 0;
+ if (in_text_end && in_text_end - (const char*)str < 4) return 0;
+ if (*str > 0xf4) return 0;
+ if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 0;
+ if (*str == 0xf4 && str[1] > 0x8f) return 0; // str[1] < 0x80 is checked below
+ c = (unsigned int)((*str++ & 0x07) << 18);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (unsigned int)((*str++ & 0x3f) << 12);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (unsigned int)((*str++ & 0x3f) << 6);
+ if ((*str & 0xc0) != 0x80) return 0;
+ c += (*str++ & 0x3f);
+ // utf-8 encodings of values used in surrogate pairs are invalid
+ if ((c & 0xFFFFF800) == 0xD800) return 0;
+ *out_char = c;
+ return 4;
+ }
+ *out_char = 0;
+ return 0;
+}
+
+int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
+{
+ ImWchar* buf_out = buf;
+ ImWchar* buf_end = buf + buf_size;
+ while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c;
+ in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+ if (c == 0)
+ break;
+ if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes
+ *buf_out++ = (ImWchar)c;
+ }
+ *buf_out = 0;
+ if (in_text_remaining)
+ *in_text_remaining = in_text;
+ return (int)(buf_out - buf);
+}
+
+int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
+{
+ int char_count = 0;
+ while ((!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c;
+ in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+ if (c == 0)
+ break;
+ if (c < 0x10000)
+ char_count++;
+ }
+ return char_count;
+}
+
+// Based on stb_to_utf8() from github.com/nothings/stb/
+static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
+{
+ if (c < 0x80)
+ {
+ buf[0] = (char)c;
+ return 1;
+ }
+ if (c < 0x800)
+ {
+ if (buf_size < 2) return 0;
+ buf[0] = (char)(0xc0 + (c >> 6));
+ buf[1] = (char)(0x80 + (c & 0x3f));
+ return 2;
+ }
+ if (c >= 0xdc00 && c < 0xe000)
+ {
+ return 0;
+ }
+ if (c >= 0xd800 && c < 0xdc00)
+ {
+ if (buf_size < 4) return 0;
+ buf[0] = (char)(0xf0 + (c >> 18));
+ buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
+ buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
+ buf[3] = (char)(0x80 + ((c ) & 0x3f));
+ return 4;
+ }
+ //else if (c < 0x10000)
+ {
+ if (buf_size < 3) return 0;
+ buf[0] = (char)(0xe0 + (c >> 12));
+ buf[1] = (char)(0x80 + ((c>> 6) & 0x3f));
+ buf[2] = (char)(0x80 + ((c ) & 0x3f));
+ return 3;
+ }
+}
+
+static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
+{
+ if (c < 0x80) return 1;
+ if (c < 0x800) return 2;
+ if (c >= 0xdc00 && c < 0xe000) return 0;
+ if (c >= 0xd800 && c < 0xdc00) return 4;
+ return 3;
+}
+
+int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
+{
+ char* buf_out = buf;
+ const char* buf_end = buf + buf_size;
+ while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c = (unsigned int)(*in_text++);
+ if (c < 0x80)
+ *buf_out++ = (char)c;
+ else
+ buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c);
+ }
+ *buf_out = 0;
+ return (int)(buf_out - buf);
+}
+
+int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
+{
+ int bytes_count = 0;
+ while ((!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c = (unsigned int)(*in_text++);
+ if (c < 0x80)
+ bytes_count++;
+ else
+ bytes_count += ImTextCountUtf8BytesFromChar(c);
+ }
+ return bytes_count;
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+ ImU32 out = ((ImU32)(ImSaturate(in.x)*255.f));
+ out |= ((ImU32)(ImSaturate(in.y)*255.f) << 8);
+ out |= ((ImU32)(ImSaturate(in.z)*255.f) << 16);
+ out |= ((ImU32)(ImSaturate(in.w)*255.f) << 24);
+ return out;
+}
+
+// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+ float K = 0.f;
+ if (g < b)
+ {
+ const float tmp = g; g = b; b = tmp;
+ K = -1.f;
+ }
+ if (r < g)
+ {
+ const float tmp = r; r = g; g = tmp;
+ K = -2.f / 6.f - K;
+ }
+
+ const float chroma = r - (g < b ? g : b);
+ out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
+ out_s = chroma / (r + 1e-20f);
+ out_v = r;
+}
+
+// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
+// also http://en.wikipedia.org/wiki/HSL_and_HSV
+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+ if (s == 0.0f)
+ {
+ // gray
+ out_r = out_g = out_b = v;
+ return;
+ }
+
+ h = fmodf(h, 1.0f) / (60.0f/360.0f);
+ int i = (int)h;
+ float f = h - (float)i;
+ float p = v * (1.0f - s);
+ float q = v * (1.0f - s * f);
+ float t = v * (1.0f - s * (1.0f - f));
+
+ switch (i)
+ {
+ case 0: out_r = v; out_g = t; out_b = p; break;
+ case 1: out_r = q; out_g = v; out_b = p; break;
+ case 2: out_r = p; out_g = v; out_b = t; break;
+ case 3: out_r = p; out_g = q; out_b = v; break;
+ case 4: out_r = t; out_g = p; out_b = v; break;
+ case 5: default: out_r = v; out_g = p; out_b = q; break;
+ }
+}
+
+// Load file content into memory
+// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
+bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size, int padding_bytes)
+{
+ IM_ASSERT(filename && file_open_mode && out_file_data && out_file_size);
+ *out_file_data = NULL;
+ *out_file_size = 0;
+
+ FILE* f;
+ if ((f = fopen(filename, file_open_mode)) == NULL)
+ return false;
+
+ long file_size_signed;
+ if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
+ {
+ fclose(f);
+ return false;
+ }
+
+ int file_size = (int)file_size_signed;
+ void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
+ if (file_data == NULL)
+ {
+ fclose(f);
+ return false;
+ }
+ if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)
+ {
+ fclose(f);
+ ImGui::MemFree(file_data);
+ return false;
+ }
+ if (padding_bytes > 0)
+ memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
+
+ fclose(f);
+ *out_file_data = file_data;
+ if (out_file_size)
+ *out_file_size = file_size;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiStorage
+//-----------------------------------------------------------------------------
+
+// Helper: Key->value storage
+void ImGuiStorage::Clear()
+{
+ Data.clear();
+}
+
+// std::lower_bound but without the bullshit
+static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImU32 key)
+{
+ ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
+ ImVector<ImGuiStorage::Pair>::iterator last = data.end();
+ int count = (int)(last - first);
+ while (count > 0)
+ {
+ int count2 = count / 2;
+ ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
+ if (mid->key < key)
+ {
+ first = ++mid;
+ count -= count2 + 1;
+ }
+ else
+ {
+ count = count2;
+ }
+ }
+ return first;
+}
+
+int ImGuiStorage::GetInt(ImU32 key, int default_val) const
+{
+ ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ if (it == Data.end() || it->key != key)
+ return default_val;
+ return it->val_i;
+}
+
+float ImGuiStorage::GetFloat(ImU32 key, float default_val) const
+{
+ ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ if (it == Data.end() || it->key != key)
+ return default_val;
+ return it->val_f;
+}
+
+void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
+{
+ ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ if (it == Data.end() || it->key != key)
+ return NULL;
+ return it->val_p;
+}
+
+// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ it = Data.insert(it, Pair(key, default_val));
+ return &it->val_i;
+}
+
+float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ it = Data.insert(it, Pair(key, default_val));
+ return &it->val_f;
+}
+
+void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ it = Data.insert(it, Pair(key, default_val));
+ return &it->val_p;
+}
+
+// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
+void ImGuiStorage::SetInt(ImU32 key, int val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ {
+ Data.insert(it, Pair(key, val));
+ return;
+ }
+ it->val_i = val;
+}
+
+void ImGuiStorage::SetFloat(ImU32 key, float val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ {
+ Data.insert(it, Pair(key, val));
+ return;
+ }
+ it->val_f = val;
+}
+
+void ImGuiStorage::SetVoidPtr(ImU32 key, void* val)
+{
+ ImVector<Pair>::iterator it = LowerBound(Data, key);
+ if (it == Data.end() || it->key != key)
+ {
+ Data.insert(it, Pair(key, val));
+ return;
+ }
+ it->val_p = val;
+}
+
+void ImGuiStorage::SetAllInt(int v)
+{
+ for (int i = 0; i < Data.Size; i++)
+ Data[i].val_i = v;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiTextFilter
+//-----------------------------------------------------------------------------
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
+{
+ if (default_filter)
+ {
+ ImFormatString(InputBuf, IM_ARRAYSIZE(InputBuf), "%s", default_filter);
+ Build();
+ }
+ else
+ {
+ InputBuf[0] = 0;
+ CountGrep = 0;
+ }
+}
+
+void ImGuiTextFilter::Draw(const char* label, float width)
+{
+ if (width > 0.0f)
+ ImGui::PushItemWidth(width);
+ ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+ if (width > 0.0f)
+ ImGui::PopItemWidth();
+ Build();
+}
+
+void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
+{
+ out.resize(0);
+ const char* wb = b;
+ const char* we = wb;
+ while (we < e)
+ {
+ if (*we == separator)
+ {
+ out.push_back(TextRange(wb, we));
+ wb = we + 1;
+ }
+ we++;
+ }
+ if (wb != we)
+ out.push_back(TextRange(wb, we));
+}
+
+void ImGuiTextFilter::Build()
+{
+ Filters.resize(0);
+ TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
+ input_range.split(',', Filters);
+
+ CountGrep = 0;
+ for (int i = 0; i != Filters.Size; i++)
+ {
+ Filters[i].trim_blanks();
+ if (Filters[i].empty())
+ continue;
+ if (Filters[i].front() != '-')
+ CountGrep += 1;
+ }
+}
+
+bool ImGuiTextFilter::PassFilter(const char* val) const
+{
+ if (Filters.empty())
+ return true;
+
+ if (val == NULL)
+ val = "";
+
+ for (int i = 0; i != Filters.Size; i++)
+ {
+ const TextRange& f = Filters[i];
+ if (f.empty())
+ continue;
+ if (f.front() == '-')
+ {
+ // Subtract
+ if (ImStristr(val, f.begin()+1, f.end()) != NULL)
+ return false;
+ }
+ else
+ {
+ // Grep
+ if (ImStristr(val, f.begin(), f.end()) != NULL)
+ return true;
+ }
+ }
+
+ // Implicit * grep
+ if (CountGrep == 0)
+ return true;
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiTextBuffer
+//-----------------------------------------------------------------------------
+
+// On some platform vsnprintf() takes va_list by reference and modifies it.
+// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
+#ifndef va_copy
+#define va_copy(dest, src) (dest = src)
+#endif
+
+// Helper: Text buffer for logging/accumulating text
+void ImGuiTextBuffer::appendv(const char* fmt, va_list args)
+{
+ va_list args_copy;
+ va_copy(args_copy, args);
+
+ int len = vsnprintf(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+ if (len <= 0)
+ return;
+
+ const int write_off = Buf.Size;
+ const int needed_sz = write_off + len;
+ if (write_off + len >= Buf.Capacity)
+ {
+ int double_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+ }
+
+ Buf.resize(needed_sz);
+ ImFormatStringV(&Buf[write_off] - 1, len+1, fmt, args_copy);
+}
+
+void ImGuiTextBuffer::append(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ appendv(fmt, args);
+ va_end(args);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiSimpleColumns
+//-----------------------------------------------------------------------------
+
+ImGuiSimpleColumns::ImGuiSimpleColumns()
+{
+ Count = 0;
+ Spacing = Width = NextWidth = 0.0f;
+ memset(Pos, 0, sizeof(Pos));
+ memset(NextWidths, 0, sizeof(NextWidths));
+}
+
+void ImGuiSimpleColumns::Update(int count, float spacing, bool clear)
+{
+ IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
+ Count = count;
+ Width = NextWidth = 0.0f;
+ Spacing = spacing;
+ if (clear) memset(NextWidths, 0, sizeof(NextWidths));
+ for (int i = 0; i < Count; i++)
+ {
+ if (i > 0 && NextWidths[i] > 0.0f)
+ Width += Spacing;
+ Pos[i] = (float)(int)Width;
+ Width += NextWidths[i];
+ NextWidths[i] = 0.0f;
+ }
+}
+
+float ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
+{
+ NextWidth = 0.0f;
+ NextWidths[0] = ImMax(NextWidths[0], w0);
+ NextWidths[1] = ImMax(NextWidths[1], w1);
+ NextWidths[2] = ImMax(NextWidths[2], w2);
+ for (int i = 0; i < 3; i++)
+ NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
+ return ImMax(Width, NextWidth);
+}
+
+float ImGuiSimpleColumns::CalcExtraSpace(float avail_w)
+{
+ return ImMax(0.0f, avail_w - Width);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiWindow
+//-----------------------------------------------------------------------------
+
+ImGuiWindow::ImGuiWindow(const char* name)
+{
+ Name = ImStrdup(name);
+ ID = ImHash(name, 0);
+ IDStack.push_back(ID);
+ MoveID = GetID("#MOVE");
+
+ Flags = 0;
+ PosFloat = Pos = ImVec2(0.0f, 0.0f);
+ Size = SizeFull = ImVec2(0.0f, 0.0f);
+ SizeContents = ImVec2(0.0f, 0.0f);
+ WindowPadding = ImVec2(0.0f, 0.0f);
+ ScrollY = 0.0f;
+ ScrollTargetRelY = FLT_MAX;
+ ScrollTargetCenterRatioY = 0.5f;
+ ScrollbarY = false;
+ Active = WasActive = false;
+ Accessed = false;
+ Collapsed = false;
+ SkipItems = false;
+ BeginCount = 0;
+ PopupID = 0;
+ AutoFitFramesX = AutoFitFramesY = -1;
+ AutoFitOnlyGrows = false;
+ AutoPosLastDirection = -1;
+ HiddenFrames = 0;
+ SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing;
+ SetWindowPosCenterWanted = false;
+
+ LastFrameDrawn = -1;
+ ItemWidthDefault = 0.0f;
+ FontWindowScale = 1.0f;
+
+ DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
+ new(DrawList) ImDrawList();
+ DrawList->_OwnerName = Name;
+ RootWindow = NULL;
+ RootNonPopupWindow = NULL;
+
+ FocusIdxAllCounter = FocusIdxTabCounter = -1;
+ FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
+ FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+ DrawList->~ImDrawList();
+ ImGui::MemFree(DrawList);
+ DrawList = NULL;
+ ImGui::MemFree(Name);
+ Name = NULL;
+}
+
+ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+ ImGui::KeepAliveID(id);
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
+ ImGui::KeepAliveID(id);
+ return id;
+}
+
+//-----------------------------------------------------------------------------
+// Internal API exposed in imgui_internal.h
+//-----------------------------------------------------------------------------
+
+ImGuiWindow* ImGui::GetCurrentWindow()
+{
+ // If this ever crash it probably means that ImGui::NewFrame() has never been called (which is illegal). We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
+ ImGuiState& g = *GImGui;
+ g.CurrentWindow->Accessed = true;
+ return g.CurrentWindow;
+}
+
+static void SetCurrentWindow(ImGuiWindow* window)
+{
+ ImGuiState& g = *GImGui;
+ g.CurrentWindow = window;
+ if (window)
+ g.FontSize = window->CalcFontSize();
+}
+
+ImGuiWindow* ImGui::GetParentWindow()
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(g.CurrentWindowStack.Size >= 2);
+ return g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
+}
+
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
+{
+ ImGuiState& g = *GImGui;
+ g.ActiveId = id;
+ g.ActiveIdIsFocusedOnly = false;
+ g.ActiveIdIsJustActivated = true;
+ g.ActiveIdWindow = window;
+}
+
+void ImGui::KeepAliveID(ImGuiID id)
+{
+ ImGuiState& g = *GImGui;
+ if (g.ActiveId == id)
+ g.ActiveIdIsAlive = true;
+}
+
+// Advance cursor given item size for layout.
+void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ // Always align ourselves on pixel boundaries
+ ImGuiState& g = *GImGui;
+ const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
+ const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
+ window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
+ window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+ window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+ window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+
+ //window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, 0xFF0000FF, 4); // Debug
+
+ window->DC.PrevLineHeight = line_height;
+ window->DC.PrevLineTextBaseOffset = text_base_offset;
+ window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
+}
+
+void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
+{
+ ItemSize(bb.GetSize(), text_offset_y);
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
+bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.LastItemID = id ? *id : 0;
+ window->DC.LastItemRect = bb;
+ if (IsClippedEx(bb, id, false))
+ {
+ window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
+ return false;
+ }
+
+ // This is a sensible default, but widgets are free to override it after calling ItemAdd()
+ ImGuiState& g = *GImGui;
+ if (IsMouseHoveringRect(bb.Min, bb.Max))
+ {
+ // Matching the behavior of IsHovered() but ignore if ActiveId==window->MoveID (we clicked on the window background)
+ // So that clicking on items with no active id such as Text() still returns true with IsItemHovered()
+ window->DC.LastItemHoveredRect = true;
+ window->DC.LastItemHoveredAndUsable = false;
+ if (g.HoveredRootWindow == window->RootWindow)
+ if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly || (g.ActiveId == window->MoveID))
+ if (IsWindowContentHoverable(window))
+ window->DC.LastItemHoveredAndUsable = true;
+ }
+ else
+ {
+ window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
+ }
+
+ return true;
+}
+
+bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ if (!bb.Overlaps(window->ClipRect))
+ {
+ if (!id || *id != GImGui->ActiveId)
+ if (clip_even_when_logged || !g.LogEnabled)
+ return true;
+ }
+ return false;
+}
+
+bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)
+{
+ ImGuiState& g = *GImGui;
+ if (g.HoveredId == 0 || g.HoveredId == id)
+ {
+ ImGuiWindow* window = GetCurrentWindow();
+ if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
+ if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
+ if (IsWindowContentHoverable(g.HoveredRootWindow))
+ return true;
+ }
+ return false;
+}
+
+bool ImGui::FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop)
+{
+ ImGuiState& g = *GImGui;
+
+ const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus;
+ window->FocusIdxAllCounter++;
+ if (allow_keyboard_focus)
+ window->FocusIdxTabCounter++;
+
+ // Process keyboard input at this point: TAB, Shift-TAB switch focus
+ // We can always TAB out of a widget that doesn't allow tabbing in.
+ if (tab_stop && window->FocusIdxAllRequestNext == IM_INT_MAX && window->FocusIdxTabRequestNext == IM_INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
+ {
+ // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+ window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
+ }
+
+ if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
+ return true;
+
+ if (allow_keyboard_focus)
+ if (window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
+ return true;
+
+ return false;
+}
+
+void ImGui::FocusableItemUnregister(ImGuiWindow* window)
+{
+ window->FocusIdxAllCounter--;
+ window->FocusIdxTabCounter--;
+}
+
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
+{
+ ImGuiState& g = *GImGui;
+ ImVec2 content_max;
+ if (size.x < 0.0f || size.y < 0.0f)
+ content_max = g.CurrentWindow->Pos + ImGui::GetContentRegionMax();
+ if (size.x <= 0.0f)
+ size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
+ if (size.y <= 0.0f)
+ size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
+ return size;
+}
+
+float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+ if (wrap_pos_x < 0.0f)
+ return 0.0f;
+
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ if (wrap_pos_x == 0.0f)
+ wrap_pos_x = ImGui::GetContentRegionMax().x;
+ if (wrap_pos_x > 0.0f)
+ wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space
+
+ const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
+ return wrap_width;
+}
+
+//-----------------------------------------------------------------------------
+
+void* ImGui::MemAlloc(size_t sz)
+{
+ GImGui->IO.MetricsAllocs++;
+ return GImGui->IO.MemAllocFn(sz);
+}
+
+void ImGui::MemFree(void* ptr)
+{
+ if (ptr) GImGui->IO.MetricsAllocs--;
+ return GImGui->IO.MemFreeFn(ptr);
+}
+
+const char* ImGui::GetVersion()
+{
+ return IMGUI_VERSION;
+}
+
+// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
+void* ImGui::GetInternalState()
+{
+ return GImGui;
+}
+
+size_t ImGui::GetInternalStateSize()
+{
+ return sizeof(ImGuiState);
+}
+
+void ImGui::SetInternalState(void* state, bool construct)
+{
+ if (construct)
+ new (state) ImGuiState();
+ GImGui = (ImGuiState*)state;
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+ return GImGui->IO;
+}
+
+ImGuiStyle& ImGui::GetStyle()
+{
+ return GImGui->Style;
+}
+
+float ImGui::GetTime()
+{
+ return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+ return GImGui->FrameCount;
+}
+
+void ImGui::NewFrame()
+{
+ ImGuiState& g = *GImGui;
+
+ // Check user data
+ IM_ASSERT(g.IO.DeltaTime >= 0.0f);
+ IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
+ IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
+ IM_ASSERT(g.IO.Fonts->Fonts.Size > 0); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+ IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+
+ if (!g.Initialized)
+ {
+ // Initialize on first frame
+ g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));
+ new(g.LogClipboard) ImGuiTextBuffer();
+
+ IM_ASSERT(g.Settings.empty());
+ LoadSettings();
+ g.Initialized = true;
+ }
+
+ SetCurrentFont(g.IO.Fonts->Fonts[0]);
+
+ g.Time += g.IO.DeltaTime;
+ g.FrameCount += 1;
+ g.Tooltip[0] = '\0';
+ g.OverlayDrawList.Clear();
+ g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
+ g.OverlayDrawList.PushClipRectFullScreen();
+ g.OverlayDrawList.AddDrawCmd();
+
+ // Update inputs state
+ if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
+ g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
+ if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0)) // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
+ g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+ else
+ g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
+ g.IO.MousePosPrev = g.IO.MousePos;
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+ {
+ g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
+ g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+ g.IO.MouseClicked[i] = g.IO.MouseDownDuration[i] == 0.0f;
+ g.IO.MouseReleased[i] = g.IO.MouseDownDurationPrev[i] >= 0.0f && !g.IO.MouseDown[i];
+ g.IO.MouseDoubleClicked[i] = false;
+ if (g.IO.MouseClicked[i])
+ {
+ if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
+ {
+ if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
+ g.IO.MouseDoubleClicked[i] = true;
+ g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click
+ }
+ else
+ {
+ g.IO.MouseClickedTime[i] = g.Time;
+ }
+ g.IO.MouseClickedPos[i] = g.IO.MousePos;
+ g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
+ }
+ else if (g.IO.MouseDown[i])
+ {
+ g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
+ }
+ }
+ memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+ g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+ // Calculate frame-rate for the user, as a purely luxurious feature
+ g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+ g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+ g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+ g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
+
+ // Clear reference to active widget if the widget isn't alive anymore
+ g.HoveredIdPreviousFrame = g.HoveredId;
+ g.HoveredId = 0;
+ if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+ SetActiveID(0);
+ g.ActiveIdPreviousFrame = g.ActiveId;
+ g.ActiveIdIsAlive = false;
+ g.ActiveIdIsJustActivated = false;
+ if (!g.ActiveId)
+ g.MovedWindow = NULL;
+
+ // Delay saving settings so we don't spam disk too much
+ if (g.SettingsDirtyTimer > 0.0f)
+ {
+ g.SettingsDirtyTimer -= g.IO.DeltaTime;
+ if (g.SettingsDirtyTimer <= 0.0f)
+ SaveSettings();
+ }
+
+ // Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
+ g.HoveredWindow = FindHoveredWindow(g.IO.MousePos, false);
+ if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
+ g.HoveredRootWindow = g.HoveredWindow->RootWindow;
+ else
+ g.HoveredRootWindow = FindHoveredWindow(g.IO.MousePos, true);
+
+ if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
+ {
+ g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+ if (g.HoveredRootWindow != modal_window)
+ g.HoveredRootWindow = g.HoveredWindow = NULL;
+ }
+ else
+ {
+ g.ModalWindowDarkeningRatio = 0.0f;
+ }
+
+ // Are we using inputs? Tell user so they can capture/discard the inputs away from the rest of their application.
+ // When clicking outside of a window we assume the click is owned by the application and won't request capture.
+ int mouse_earliest_button_down = -1;
+ bool mouse_any_down = false;
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+ {
+ if (g.IO.MouseClicked[i])
+ g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenedPopupStack.empty());
+ mouse_any_down |= g.IO.MouseDown[i];
+ if (g.IO.MouseDown[i])
+ if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[mouse_earliest_button_down] > g.IO.MouseClickedTime[i])
+ mouse_earliest_button_down = i;
+ }
+ bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
+ g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame);
+ g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
+ g.MouseCursor = ImGuiMouseCursor_Arrow;
+ g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
+
+ // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
+ if (mouse_owned_by_application)
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
+
+ // Scale & Scrolling
+ if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
+ {
+ ImGuiWindow* window = g.HoveredWindow;
+ if (g.IO.KeyCtrl)
+ {
+ if (g.IO.FontAllowUserScaling)
+ {
+ // Zoom / Scale window
+ float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+ float scale = new_font_scale / window->FontWindowScale;
+ window->FontWindowScale = new_font_scale;
+
+ const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+ window->Pos += offset;
+ window->PosFloat += offset;
+ window->Size *= scale;
+ window->SizeFull *= scale;
+ }
+ }
+ else
+ {
+ // Scroll
+ if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+ {
+ const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
+ SetWindowScrollY(window, window->ScrollY - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);
+ }
+ }
+ }
+
+ // Pressing TAB activate widget focus
+ // NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
+ if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
+ g.FocusedWindow->FocusIdxTabRequestNext = 0;
+
+ // Mark all windows as not visible
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ window->WasActive = window->Active;
+ window->Active = false;
+ window->Accessed = false;
+ }
+
+ // No window should be open at the beginning of the frame.
+ // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
+ g.CurrentWindowStack.resize(0);
+ g.CurrentPopupStack.resize(0);
+ CloseInactivePopups();
+
+ // Create implicit window - we will only render it if the user has added something to it.
+ ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Debug");
+}
+
+// NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
+void ImGui::Shutdown()
+{
+ ImGuiState& g = *GImGui;
+ if (!g.Initialized)
+ return;
+
+ SaveSettings();
+
+ for (int i = 0; i < g.Windows.Size; i++)
+ {
+ g.Windows[i]->~ImGuiWindow();
+ ImGui::MemFree(g.Windows[i]);
+ }
+ g.Windows.clear();
+ g.WindowsSortBuffer.clear();
+ g.CurrentWindowStack.clear();
+ g.FocusedWindow = NULL;
+ g.HoveredWindow = NULL;
+ g.HoveredRootWindow = NULL;
+ for (int i = 0; i < g.Settings.Size; i++)
+ ImGui::MemFree(g.Settings[i].Name);
+ g.Settings.clear();
+ g.ColorModifiers.clear();
+ g.StyleModifiers.clear();
+ g.FontStack.clear();
+ g.OpenedPopupStack.clear();
+ g.CurrentPopupStack.clear();
+ for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+ g.RenderDrawLists[i].clear();
+ g.OverlayDrawList.ClearFreeMemory();
+ g.ColorEditModeStorage.Clear();
+ if (g.PrivateClipboard)
+ {
+ ImGui::MemFree(g.PrivateClipboard);
+ g.PrivateClipboard = NULL;
+ }
+ g.InputTextState.Text.clear();
+ g.InputTextState.InitialText.clear();
+ g.InputTextState.TempTextBuffer.clear();
+
+ if (g.LogFile && g.LogFile != stdout)
+ {
+ fclose(g.LogFile);
+ g.LogFile = NULL;
+ }
+ if (g.LogClipboard)
+ {
+ g.LogClipboard->~ImGuiTextBuffer();
+ ImGui::MemFree(g.LogClipboard);
+ }
+
+ if (g.IO.Fonts) // Testing for NULL to allow user to NULLify in case of running Shutdown() on multiple contexts. Bit hacky.
+ g.IO.Fonts->Clear();
+
+ g.Initialized = false;
+}
+
+static ImGuiIniData* FindWindowSettings(const char* name)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiID id = ImHash(name, 0);
+ for (int i = 0; i != g.Settings.Size; i++)
+ {
+ ImGuiIniData* ini = &g.Settings[i];
+ if (ini->ID == id)
+ return ini;
+ }
+ return NULL;
+}
+
+static ImGuiIniData* AddWindowSettings(const char* name)
+{
+ GImGui->Settings.resize(GImGui->Settings.Size + 1);
+ ImGuiIniData* ini = &GImGui->Settings.back();
+ ini->Name = ImStrdup(name);
+ ini->ID = ImHash(name, 0);
+ ini->Collapsed = false;
+ ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
+ ini->Size = ImVec2(0,0);
+ return ini;
+}
+
+// Zero-tolerance, poor-man .ini parsing
+// FIXME: Write something less rubbish
+static void LoadSettings()
+{
+ ImGuiState& g = *GImGui;
+ const char* filename = g.IO.IniFilename;
+ if (!filename)
+ return;
+
+ char* file_data;
+ int file_size;
+ if (!ImLoadFileToMemory(filename, "rb", (void**)&file_data, &file_size, 1))
+ return;
+
+ ImGuiIniData* settings = NULL;
+ const char* buf_end = file_data + file_size;
+ for (const char* line_start = file_data; line_start < buf_end; )
+ {
+ const char* line_end = line_start;
+ while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+ line_end++;
+
+ if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']')
+ {
+ char name[64];
+ ImFormatString(name, IM_ARRAYSIZE(name), "%.*s", line_end-line_start-2, line_start+1);
+ settings = FindWindowSettings(name);
+ if (!settings)
+ settings = AddWindowSettings(name);
+ }
+ else if (settings)
+ {
+ float x, y;
+ int i;
+ if (sscanf(line_start, "Pos=%f,%f", &x, &y) == 2)
+ settings->Pos = ImVec2(x, y);
+ else if (sscanf(line_start, "Size=%f,%f", &x, &y) == 2)
+ settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
+ else if (sscanf(line_start, "Collapsed=%d", &i) == 1)
+ settings->Collapsed = (i != 0);
+ }
+
+ line_start = line_end+1;
+ }
+
+ ImGui::MemFree(file_data);
+}
+
+static void SaveSettings()
+{
+ ImGuiState& g = *GImGui;
+ const char* filename = g.IO.IniFilename;
+ if (!filename)
+ return;
+
+ // Gather data from windows that were active during this session
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+ continue;
+ ImGuiIniData* settings = FindWindowSettings(window->Name);
+ settings->Pos = window->Pos;
+ settings->Size = window->SizeFull;
+ settings->Collapsed = window->Collapsed;
+ }
+
+ // Write .ini file
+ // If a window wasn't opened in this session we preserve its settings
+ FILE* f = fopen(filename, "wt");
+ if (!f)
+ return;
+ for (int i = 0; i != g.Settings.Size; i++)
+ {
+ const ImGuiIniData* settings = &g.Settings[i];
+ if (settings->Pos.x == FLT_MAX)
+ continue;
+ const char* name = settings->Name;
+ if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+ name = p;
+ fprintf(f, "[%s]\n", name);
+ fprintf(f, "Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
+ fprintf(f, "Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
+ fprintf(f, "Collapsed=%d\n", settings->Collapsed);
+ fprintf(f, "\n");
+ }
+
+ fclose(f);
+}
+
+static void MarkSettingsDirty()
+{
+ ImGuiState& g = *GImGui;
+ if (g.SettingsDirtyTimer <= 0.0f)
+ g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+// FIXME: Add a more explicit sort order in the window structure.
+static int ChildWindowComparer(const void* lhs, const void* rhs)
+{
+ const ImGuiWindow* a = *(const ImGuiWindow**)lhs;
+ const ImGuiWindow* b = *(const ImGuiWindow**)rhs;
+ if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
+ return d;
+ if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
+ return d;
+ if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))
+ return d;
+ return 0;
+}
+
+static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
+{
+ out_sorted_windows.push_back(window);
+ if (window->Active)
+ {
+ int count = window->DC.ChildWindows.Size;
+ if (count > 1)
+ qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+ for (int i = 0; i < count; i++)
+ {
+ ImGuiWindow* child = window->DC.ChildWindows[i];
+ if (child->Active)
+ AddWindowToSortedBuffer(out_sorted_windows, child);
+ }
+ }
+}
+
+static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
+{
+ if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
+ {
+ if (draw_list->CmdBuffer.back().ElemCount == 0)
+ draw_list->CmdBuffer.pop_back();
+ out_render_list.push_back(draw_list);
+ GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
+ GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
+ }
+}
+
+static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
+{
+ AddDrawListToRenderList(out_render_list, window->DrawList);
+ for (int i = 0; i < window->DC.ChildWindows.Size; i++)
+ {
+ ImGuiWindow* child = window->DC.ChildWindows[i];
+ if (!child->Active) // clipped children may have been marked not active
+ continue;
+ if ((child->Flags & ImGuiWindowFlags_Popup) && child->HiddenFrames > 0)
+ continue;
+ AddWindowToRenderList(out_render_list, child);
+ }
+}
+
+static void PushClipRect(const ImRect& clip_rect, bool clipped)
+{
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+
+ ImRect cr = clip_rect;
+ if (clipped)
+ {
+ // Clip our argument with the current clip rect
+ cr.Clip(window->ClipRect);
+ }
+ cr.Max.x = ImMax(cr.Min.x, cr.Max.x);
+ cr.Max.y = ImMax(cr.Min.y, cr.Max.y);
+
+ IM_ASSERT(cr.Min.x <= cr.Max.x && cr.Min.y <= cr.Max.y);
+ window->ClipRect = cr;
+ window->DrawList->PushClipRect(ImVec4(cr.Min.x, cr.Min.y, cr.Max.x, cr.Max.y));
+}
+
+static void PopClipRect()
+{
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ window->DrawList->PopClipRect();
+ window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+void ImGui::Render()
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
+
+ const bool first_render_of_the_frame = (g.FrameCountRendered != g.FrameCount);
+ g.FrameCountRendered = g.FrameCount;
+
+ if (first_render_of_the_frame)
+ {
+ // Hide implicit "Debug" window if it hasn't been used
+ IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin/End
+ if (g.CurrentWindow && !g.CurrentWindow->Accessed)
+ g.CurrentWindow->Active = false;
+ ImGui::End();
+
+ // Click to focus window and start moving (after we're done with all our widgets)
+ if (!g.ActiveId)
+ g.MovedWindow = NULL;
+ if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
+ {
+ if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
+ {
+ if (g.HoveredRootWindow != NULL)
+ {
+ g.MovedWindow = g.HoveredWindow;
+ SetActiveID(g.HoveredRootWindow->MoveID, g.HoveredRootWindow);
+ }
+ else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
+ {
+ // Clicking on void disable focus
+ FocusWindow(NULL);
+ }
+ }
+ }
+
+ // Sort the window list so that all child windows are after their parent
+ // We cannot do that on FocusWindow() because childs may not exist yet
+ g.WindowsSortBuffer.resize(0);
+ g.WindowsSortBuffer.reserve(g.Windows.Size);
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is active its parent will add it
+ if (window->Active)
+ continue;
+ AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
+ }
+ IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
+ g.Windows.swap(g.WindowsSortBuffer);
+
+ // Clear Input data for next frame
+ g.IO.MouseWheel = 0.0f;
+ memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+ }
+
+ // Skip render altogether if alpha is 0.0
+ // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
+ if (g.Style.Alpha > 0.0f)
+ {
+ // Render tooltip
+ if (g.Tooltip[0])
+ {
+ ImGui::BeginTooltip();
+ ImGui::TextUnformatted(g.Tooltip);
+ ImGui::EndTooltip();
+ }
+
+ // Gather windows to render
+ g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
+ for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+ g.RenderDrawLists[i].resize(0);
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
+ {
+ // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
+ g.IO.MetricsActiveWindows++;
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ AddWindowToRenderList(g.RenderDrawLists[1], window);
+ else if (window->Flags & ImGuiWindowFlags_Tooltip)
+ AddWindowToRenderList(g.RenderDrawLists[2], window);
+ else
+ AddWindowToRenderList(g.RenderDrawLists[0], window);
+ }
+ }
+
+ // Flatten layers
+ int n = g.RenderDrawLists[0].Size;
+ int flattened_size = n;
+ for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+ flattened_size += g.RenderDrawLists[i].Size;
+ g.RenderDrawLists[0].resize(flattened_size);
+ for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+ {
+ ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
+ if (!layer.empty())
+ {
+ memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
+ n += layer.Size;
+ }
+ }
+
+ if (g.IO.MouseDrawCursor)
+ {
+ const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor];
+ const ImVec2 pos = g.IO.MousePos - cursor_data.HotOffset;
+ const ImVec2 size = cursor_data.Size;
+ const ImTextureID tex_id = g.IO.Fonts->TexID;
+ g.OverlayDrawList.PushTextureID(tex_id);
+ g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
+ g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
+ g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFF000000); // Black border
+ g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill
+ g.OverlayDrawList.PopTextureID();
+ }
+ if (!g.OverlayDrawList.VtxBuffer.empty())
+ AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
+
+ // Render
+ if (!g.RenderDrawLists[0].empty())
+ {
+ ImDrawData data;
+ data.CmdLists = &g.RenderDrawLists[0][0];
+ data.CmdListsCount = g.RenderDrawLists[0].Size;
+ data.TotalVtxCount = g.IO.MetricsRenderVertices;
+ data.TotalIdxCount = g.IO.MetricsRenderIndices;
+ g.IO.RenderDrawListsFn(&data);
+ }
+ }
+}
+
+// Find the optional ## from which we stop displaying text.
+static const char* FindTextDisplayEnd(const char* text, const char* text_end)
+{
+ const char* text_display_end = text;
+ if (!text_end)
+ text_end = (const char*)-1;
+
+ ImGuiState& g = *GImGui;
+ if (g.DisableHideTextAfterDoubleHash > 0)
+ {
+ while (text_display_end < text_end && *text_display_end != '\0')
+ text_display_end++;
+ }
+ else
+ {
+ while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+ text_display_end++;
+ }
+ return text_display_end;
+}
+
+// Pass text data straight to log (without being displayed)
+void ImGui::LogText(const char* fmt, ...)
+{
+ ImGuiState& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ va_list args;
+ va_start(args, fmt);
+ if (g.LogFile)
+ {
+ vfprintf(g.LogFile, fmt, args);
+ }
+ else
+ {
+ g.LogClipboard->appendv(fmt, args);
+ }
+ va_end(args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+
+ if (!text_end)
+ text_end = FindTextDisplayEnd(text, text_end);
+
+ const bool log_new_line = ref_pos.y > window->DC.LogLinePosY+1;
+ window->DC.LogLinePosY = ref_pos.y;
+
+ const char* text_remaining = text;
+ if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
+ g.LogStartDepth = window->DC.TreeDepth;
+ const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
+ for (;;)
+ {
+ // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+ const char* line_end = text_remaining;
+ while (line_end < text_end)
+ if (*line_end == '\n')
+ break;
+ else
+ line_end++;
+ if (line_end >= text_end)
+ line_end = NULL;
+
+ const bool is_first_line = (text == text_remaining);
+ bool is_last_line = false;
+ if (line_end == NULL)
+ {
+ is_last_line = true;
+ line_end = text_end;
+ }
+ if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
+ {
+ const int char_count = (int)(line_end - text_remaining);
+ if (log_new_line || !is_first_line)
+ ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
+ else
+ ImGui::LogText(" %.*s", char_count, text_remaining);
+ }
+
+ if (is_last_line)
+ break;
+ text_remaining = line_end + 1;
+ }
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Hide anything after a '##' string
+ const char* text_display_end;
+ if (hide_text_after_hash)
+ {
+ text_display_end = FindTextDisplayEnd(text, text_end);
+ }
+ else
+ {
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+ text_display_end = text_end;
+ }
+
+ const int text_len = (int)(text_display_end - text);
+ if (text_len > 0)
+ {
+ // Render
+ window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end);
+
+ // Log as text
+ if (g.LogEnabled)
+ LogRenderedText(pos, text, text_display_end);
+ }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+
+ const int text_len = (int)(text_end - text);
+ if (text_len > 0)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_end, wrap_width);
+ if (g.LogEnabled)
+ LogRenderedText(pos, text, text_end);
+ }
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
+{
+ // Hide anything after a '##' string
+ const char* text_display_end = FindTextDisplayEnd(text, text_end);
+ const int text_len = (int)(text_display_end - text);
+ if (text_len == 0)
+ return;
+
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Perform CPU side clipping for single clipped element to avoid using scissor state
+ ImVec2 pos = pos_min;
+ const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
+
+ if (!clip_max) clip_max = &pos_max;
+ bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+ if (!clip_min) clip_min = &pos_min; else need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+ // Align
+ if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
+ else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
+ if (align & ImGuiAlign_VCenter) pos.y = ImMax(pos.y, (pos.y + pos_max.y - text_size.y) * 0.5f);
+
+ // Render
+ if (need_clipping)
+ {
+ ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+ window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+ }
+ else
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+ }
+ if (g.LogEnabled)
+ LogRenderedText(pos, text, text_display_end);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+
+ window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+ if (border && (window->Flags & ImGuiWindowFlags_ShowBorders))
+ {
+ window->DrawList->AddRect(p_min+ImVec2(1,1), p_max, window->Color(ImGuiCol_BorderShadow), rounding);
+ window->DrawList->AddRect(p_min, p_max-ImVec2(1,1), window->Color(ImGuiCol_Border), rounding);
+ }
+}
+
+// Render a triangle to denote expanded/collapsed state
+void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool shadow)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ const float h = g.FontSize * 1.00f;
+ const float r = h * 0.40f * scale;
+ ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);
+
+ ImVec2 a, b, c;
+ if (opened)
+ {
+ center.y -= r*0.25f;
+ a = center + ImVec2(0,1)*r;
+ b = center + ImVec2(-0.866f,-0.5f)*r;
+ c = center + ImVec2(0.866f,-0.5f)*r;
+ }
+ else
+ {
+ a = center + ImVec2(1,0)*r;
+ b = center + ImVec2(-0.500f,0.866f)*r;
+ c = center + ImVec2(-0.500f,-0.866f)*r;
+ }
+
+ if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
+ window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow));
+ window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Text));
+}
+
+void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ ImVec2 a, b, c;
+ float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f);
+ float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f);
+ a.x = pos.x + 0.5f + start_x;
+ b.x = a.x + rem_third;
+ c.x = a.x + rem_third * 3.0f;
+ b.y = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y);
+ a.y = b.y - rem_third;
+ c.y = b.y - rem_third * 2.0f;
+
+ window->DrawList->PathLineTo(a);
+ window->DrawList->PathLineTo(b);
+ window->DrawList->PathLineTo(c);
+ window->DrawList->PathStroke(col, false);
+}
+
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+ ImGuiState& g = *GImGui;
+
+ const char* text_display_end;
+ if (hide_text_after_double_hash)
+ text_display_end = FindTextDisplayEnd(text, text_end); // Hide anything after a '##' string
+ else
+ text_display_end = text_end;
+
+ ImFont* font = g.Font;
+ const float font_size = g.FontSize;
+ ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+ // Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
+ const float font_scale = font_size / font->FontSize;
+ const float character_spacing_x = 1.0f * font_scale;
+ if (text_size.x > 0.0f)
+ text_size.x -= character_spacing_x;
+
+ return text_size;
+}
+
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can!
+// If you are displaying thousands of items and you have a random access to the list, you can perform clipping yourself to save on CPU.
+// {
+// float item_height = ImGui::GetTextLineHeightWithSpacing();
+// int display_start, display_end;
+// ImGui::CalcListClipping(count, item_height, &display_start, &display_end); // calculate how many to clip/display
+// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * item_height); // advance cursor
+// for (int i = display_start; i < display_end; i++) // display only visible items
+// // TODO: display visible item
+// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (count - display_end) * item_height); // advance cursor
+// }
+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (g.LogEnabled)
+ {
+ // If logging is active, do not perform any clipping
+ *out_items_display_start = 0;
+ *out_items_display_end = items_count;
+ return;
+ }
+
+ const ImVec2 pos = window->DC.CursorPos;
+ int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
+ int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
+ start = ImClamp(start, 0, items_count);
+ end = ImClamp(end + 1, start, items_count);
+ *out_items_display_start = start;
+ *out_items_display_end = end;
+}
+
+// Find window given position, search front-to-back
+static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
+{
+ ImGuiState& g = *GImGui;
+ for (int i = g.Windows.Size-1; i >= 0; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (!window->Active)
+ continue;
+ if (window->Flags & ImGuiWindowFlags_NoInputs)
+ continue;
+ if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
+ continue;
+
+ // Using the clipped AABB so a child window will typically be clipped by its parent.
+ ImRect bb(window->ClippedWindowRect.Min - g.Style.TouchExtraPadding, window->ClippedWindowRect.Max + g.Style.TouchExtraPadding);
+ if (bb.Contains(pos))
+ return window;
+ }
+ return NULL;
+}
+
+// Test if mouse cursor is hovering given rectangle
+// NB- Rectangle is clipped by our current clip setting
+// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
+bool ImGui::IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Clip
+ ImRect rect_clipped(rect_min, rect_max);
+ rect_clipped.Clip(window->ClipRect);
+
+ // Expand for touch input
+ const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
+ return rect_for_touch.Contains(g.IO.MousePos);
+}
+
+bool ImGui::IsMouseHoveringWindow()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ return g.HoveredWindow == window;
+}
+
+bool ImGui::IsMouseHoveringAnyWindow()
+{
+ ImGuiState& g = *GImGui;
+ return g.HoveredWindow != NULL;
+}
+
+bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos)
+{
+ return FindHoveredWindow(pos, false) != NULL;
+}
+
+static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
+{
+ const int key_index = GImGui->IO.KeyMap[key];
+ return ImGui::IsKeyPressed(key_index, repeat);
+}
+
+int ImGui::GetKeyIndex(ImGuiKey key)
+{
+ IM_ASSERT(key >= 0 && key < ImGuiKey_COUNT);
+ return GImGui->IO.KeyMap[key];
+}
+
+bool ImGui::IsKeyDown(int key_index)
+{
+ if (key_index < 0) return false;
+ IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
+ return GImGui->IO.KeysDown[key_index];
+}
+
+bool ImGui::IsKeyPressed(int key_index, bool repeat)
+{
+ ImGuiState& g = *GImGui;
+ if (key_index < 0) return false;
+ IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ const float t = g.IO.KeysDownDuration[key_index];
+ if (t == 0.0f)
+ return true;
+
+ if (repeat && t > g.IO.KeyRepeatDelay)
+ {
+ float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
+ if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+ return true;
+ }
+ return false;
+}
+
+bool ImGui::IsKeyReleased(int key_index)
+{
+ ImGuiState& g = *GImGui;
+ if (key_index < 0) return false;
+ IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index])
+ return true;
+ return false;
+}
+
+bool ImGui::IsMouseDown(int button)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseDown[button];
+}
+
+bool ImGui::IsMouseClicked(int button, bool repeat)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ const float t = g.IO.MouseDownDuration[button];
+ if (t == 0.0f)
+ return true;
+
+ if (repeat && t > g.IO.KeyRepeatDelay)
+ {
+ float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
+ if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+ return true;
+ }
+
+ return false;
+}
+
+bool ImGui::IsMouseReleased(int button)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseReleased[button];
+}
+
+bool ImGui::IsMouseDoubleClicked(int button)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseDoubleClicked[button];
+}
+
+bool ImGui::IsMouseDragging(int button, float lock_threshold)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (!g.IO.MouseDown[button])
+ return false;
+ if (lock_threshold < 0.0f)
+ lock_threshold = g.IO.MouseDragThreshold;
+ return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+ImVec2 ImGui::GetMousePos()
+{
+ return GImGui->IO.MousePos;
+}
+
+ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (lock_threshold < 0.0f)
+ lock_threshold = g.IO.MouseDragThreshold;
+ if (g.IO.MouseDown[button])
+ if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+ return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
+ return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(int button)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+ g.IO.MouseClickedPos[button] = g.IO.MousePos;
+}
+
+ImGuiMouseCursor ImGui::GetMouseCursor()
+{
+ return GImGui->MouseCursor;
+}
+
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+ GImGui->MouseCursor = cursor_type;
+}
+
+void ImGui::CaptureKeyboardFromApp()
+{
+ GImGui->CaptureKeyboardNextFrame = true;
+}
+
+void ImGui::CaptureMouseFromApp()
+{
+ GImGui->CaptureMouseNextFrame = true;
+}
+
+bool ImGui::IsItemHovered()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.LastItemHoveredAndUsable;
+}
+
+bool ImGui::IsItemHoveredRect()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.LastItemHoveredRect;
+}
+
+bool ImGui::IsItemActive()
+{
+ ImGuiState& g = *GImGui;
+ if (g.ActiveId)
+ {
+ ImGuiWindow* window = GetCurrentWindow();
+ return g.ActiveId == window->DC.LastItemID;
+ }
+ return false;
+}
+
+bool ImGui::IsAnyItemHovered()
+{
+ return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0;
+}
+
+bool ImGui::IsAnyItemActive()
+{
+ return GImGui->ActiveId != 0;
+}
+
+bool ImGui::IsItemVisible()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImRect r(window->ClipRect);
+ return r.Overlaps(window->DC.LastItemRect);
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.LastItemRect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.LastItemRect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.LastItemRect.GetSize();
+}
+
+ImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float outward)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImRect rect = window->DC.LastItemRect;
+ rect.Expand(outward);
+ return rect.GetClosestPoint(pos, on_edge);
+}
+
+// Tooltip is stored and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+ ImGuiState& g = *GImGui;
+ ImFormatStringV(g.Tooltip, IM_ARRAYSIZE(g.Tooltip), fmt, args);
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ SetTooltipV(fmt, args);
+ va_end(args);
+}
+
+static ImRect GetVisibleRect()
+{
+ ImGuiState& g = *GImGui;
+ if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
+ return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
+ return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+}
+
+void ImGui::BeginTooltip()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+ ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), g.Style.Colors[ImGuiCol_TooltipBg].w, flags);
+}
+
+void ImGui::EndTooltip()
+{
+ IM_ASSERT(GetCurrentWindow()->Flags & ImGuiWindowFlags_Tooltip);
+ ImGui::End();
+}
+
+static bool IsPopupOpen(ImGuiID id)
+{
+ ImGuiState& g = *GImGui;
+ const bool opened = g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].PopupID == id;
+ return opened;
+}
+
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopup(const char* str_id)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGuiID id = window->GetID(str_id);
+ int current_stack_size = g.CurrentPopupStack.Size;
+ ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID("##menus")); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here)
+ if (g.OpenedPopupStack.Size < current_stack_size + 1)
+ g.OpenedPopupStack.push_back(popup_ref);
+ else if (g.OpenedPopupStack[current_stack_size].PopupID != id)
+ {
+ g.OpenedPopupStack.resize(current_stack_size+1);
+ g.OpenedPopupStack[current_stack_size] = popup_ref;
+ }
+}
+
+static void CloseInactivePopups()
+{
+ ImGuiState& g = *GImGui;
+ if (g.OpenedPopupStack.empty())
+ return;
+
+ // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+ // Don't close our own child popup windows
+ int n = 0;
+ if (g.FocusedWindow)
+ {
+ for (n = 0; n < g.OpenedPopupStack.Size; n++)
+ {
+ ImGuiPopupRef& popup = g.OpenedPopupStack[n];
+ if (!popup.Window)
+ continue;
+ IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+ if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
+ continue;
+
+ bool has_focus = false;
+ for (int m = n; m < g.OpenedPopupStack.Size && !has_focus; m++)
+ has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
+ if (!has_focus)
+ break;
+ }
+ }
+ if (n < g.OpenedPopupStack.Size) // This test is not required but it allows to set a useful breakpoint on the line below
+ g.OpenedPopupStack.resize(n);
+}
+
+static ImGuiWindow* GetFrontMostModalRootWindow()
+{
+ ImGuiState& g = *GImGui;
+ if (!g.OpenedPopupStack.empty())
+ if (ImGuiWindow* front_most_popup = g.OpenedPopupStack.back().Window)
+ if (front_most_popup->Flags & ImGuiWindowFlags_Modal)
+ return front_most_popup;
+ return NULL;
+}
+
+static void ClosePopupToLevel(int remaining)
+{
+ ImGuiState& g = *GImGui;
+ if (remaining > 0)
+ ImGui::FocusWindow(g.OpenedPopupStack[remaining-1].Window);
+ else
+ ImGui::FocusWindow(g.OpenedPopupStack[0].ParentWindow);
+ g.OpenedPopupStack.resize(remaining);
+}
+
+static void ClosePopup(ImGuiID id)
+{
+ if (!IsPopupOpen(id))
+ return;
+ ImGuiState& g = *GImGui;
+ ClosePopupToLevel(g.OpenedPopupStack.Size - 1);
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+ ImGuiState& g = *GImGui;
+ int popup_idx = g.CurrentPopupStack.Size - 1;
+ if (popup_idx < 0 || popup_idx > g.OpenedPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupID != g.OpenedPopupStack[popup_idx].PopupID)
+ return;
+ while (popup_idx > 0 && g.OpenedPopupStack[popup_idx].Window && (g.OpenedPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
+ popup_idx--;
+ ClosePopupToLevel(popup_idx);
+}
+
+static void ClearSetNextWindowData()
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0;
+}
+
+static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = window->GetID(str_id);
+ if (!IsPopupOpen(id))
+ {
+ ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+
+ char name[32];
+ if (flags & ImGuiWindowFlags_ChildMenu)
+ ImFormatString(name, 20, "##menu_%d", g.CurrentPopupStack.Size); // Recycle windows based on depth
+ else
+ ImFormatString(name, 20, "##popup_%08x", id); // Not recycling, so we can close/open during the same frame
+ float alpha = 1.0f;
+
+ bool opened = ImGui::Begin(name, NULL, ImVec2(0.0f, 0.0f), alpha, flags);
+ if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
+ g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;
+ if (!opened) // opened can be 'false' when the popup is completely clipped (e.g. zero size display)
+ ImGui::EndPopup();
+
+ return opened;
+}
+
+bool ImGui::BeginPopup(const char* str_id)
+{
+ return BeginPopupEx(str_id, ImGuiWindowFlags_ShowBorders);
+}
+
+bool ImGui::BeginPopupModal(const char* name, bool* p_opened, ImGuiWindowFlags extra_flags)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = window->GetID(name);
+ if (!IsPopupOpen(id))
+ {
+ ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+
+ ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_Modal|ImGuiWindowFlags_NoCollapse|ImGuiWindowFlags_NoSavedSettings;
+ bool opened = ImGui::Begin(name, p_opened, ImVec2(0.0f, 0.0f), -1.0f, flags);
+ if (!opened || (p_opened && !*p_opened)) // Opened can be 'false' when the popup is completely clipped (e.g. zero size display)
+ {
+ ImGui::EndPopup();
+ if (opened)
+ ClosePopup(id);
+ return false;
+ }
+
+ return opened;
+}
+
+void ImGui::EndPopup()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);
+ IM_ASSERT(GImGui->CurrentPopupStack.Size > 0);
+ ImGui::End();
+ if (!(window->Flags & ImGuiWindowFlags_Modal))
+ ImGui::PopStyleVar();
+}
+
+bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
+{
+ if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(mouse_button))
+ ImGui::OpenPopup(str_id);
+ return ImGui::BeginPopup(str_id);
+}
+
+bool ImGui::BeginPopupContextWindow(bool also_over_items, const char* str_id, int mouse_button)
+{
+ if (!str_id) str_id = "window_context_menu";
+ if (ImGui::IsMouseHoveringWindow() && ImGui::IsMouseClicked(mouse_button))
+ if (also_over_items || !ImGui::IsAnyItemHovered())
+ ImGui::OpenPopup(str_id);
+ return ImGui::BeginPopup(str_id);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
+{
+ if (!str_id) str_id = "void_context_menu";
+ if (!ImGui::IsMouseHoveringAnyWindow() && ImGui::IsMouseClicked(mouse_button))
+ ImGui::OpenPopup(str_id);
+ return ImGui::BeginPopup(str_id);
+}
+
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
+
+ const ImVec2 content_avail = ImGui::GetContentRegionAvail();
+ ImVec2 size = size_arg;
+ if (size.x <= 0.0f)
+ {
+ if (size.x == 0.0f)
+ flags |= ImGuiWindowFlags_ChildWindowAutoFitX;
+ size.x = ImMax(content_avail.x, 4.0f) - fabsf(size.x); // Arbitrary minimum zero-ish child size of 4.0f (0.0f causing too much issues)
+ }
+ if (size.y <= 0.0f)
+ {
+ if (size.y == 0.0f)
+ flags |= ImGuiWindowFlags_ChildWindowAutoFitY;
+ size.y = ImMax(content_avail.y, 4.0f) - fabsf(size.y);
+ }
+ if (border)
+ flags |= ImGuiWindowFlags_ShowBorders;
+ flags |= extra_flags;
+
+ char title[256];
+ ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s", window->Name, str_id);
+
+ const float alpha = 1.0f;
+ bool ret = ImGui::Begin(title, NULL, size, alpha, flags);
+
+ if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
+ GetCurrentWindow()->Flags &= ~ImGuiWindowFlags_ShowBorders;
+
+ return ret;
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size, bool border, ImGuiWindowFlags extra_flags)
+{
+ char str_id[32];
+ ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%08x", id);
+ bool ret = ImGui::BeginChild(str_id, size, border, extra_flags);
+ return ret;
+}
+
+void ImGui::EndChild()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);
+ if ((window->Flags & ImGuiWindowFlags_ComboBox) || window->BeginCount > 1)
+ {
+ ImGui::End();
+ }
+ else
+ {
+ // When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
+ ImGuiState& g = *GImGui;
+ ImVec2 sz = ImGui::GetWindowSize();
+ if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX) // Arbitrary minimum zeroish child size of 4.0f
+ sz.x = ImMax(4.0f, sz.x - g.Style.WindowPadding.x);
+ if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitY)
+ sz.y = ImMax(4.0f, sz.y - g.Style.WindowPadding.y);
+
+ ImGui::End();
+
+ window = GetCurrentWindow();
+ ImRect bb(window->DC.CursorPos, window->DC.CursorPos + sz);
+ ItemSize(sz);
+ ItemAdd(bb, NULL);
+ }
+}
+
+// Helper to create a child window / scrolling region that looks like a normal widget frame.
+bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size)
+{
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, style.Colors[ImGuiCol_FrameBg]);
+ ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, style.FrameRounding);
+ return ImGui::BeginChild(id, size);
+}
+
+void ImGui::EndChildFrame()
+{
+ ImGui::EndChild();
+ ImGui::PopStyleVar();
+ ImGui::PopStyleColor();
+}
+
+// Save and compare stack sizes on Begin()/End() to detect usage errors
+static void CheckStacksSize(ImGuiWindow* window, bool write)
+{
+ // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+ ImGuiState& g = *GImGui;
+ int* p_backup = &window->DC.StackSizesBackup[0];
+ { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopID()
+ { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot EndGroup()
+ { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot EndPopup()/EndMenu()
+ { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopStyleColor()
+ { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopStyleVar()
+ { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; } // User forgot PopFont()
+ IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
+}
+
+static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
+{
+ const ImGuiStyle& style = GImGui->Style;
+
+ // Clamp into visible area while not overlapping the cursor
+ ImRect r_outer(GetVisibleRect());
+ r_outer.Reduce(style.DisplaySafeAreaPadding);
+ ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
+
+ for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
+ {
+ const int dir = (n == -1) ? *last_dir : n;
+ ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
+ if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
+ continue;
+ *last_dir = dir;
+ return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
+ }
+
+ // Fallback
+ *last_dir = -1;
+ if (flags & ImGuiWindowFlags_Tooltip) // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ return base_pos + ImVec2(2,2);
+
+ // Otherwise try to keep within display
+ ImVec2 pos = base_pos;
+ pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+ pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+ return pos;
+}
+
+static ImGuiWindow* FindWindowByName(const char* name)
+{
+ // FIXME-OPT: Store sorted hashes -> pointers.
+ ImGuiState& g = *GImGui;
+ ImGuiID id = ImHash(name, 0);
+ for (int i = 0; i < g.Windows.Size; i++)
+ if (g.Windows[i]->ID == id)
+ return g.Windows[i];
+ return NULL;
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
+{
+ ImGuiState& g = *GImGui;
+
+ // Create window the first time
+ ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
+ new(window) ImGuiWindow(name);
+ window->Flags = flags;
+
+ if (flags & ImGuiWindowFlags_NoSavedSettings)
+ {
+ // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
+ window->Size = window->SizeFull = size;
+ }
+ else
+ {
+ // Retrieve settings from .ini file
+ // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+ window->PosFloat = ImVec2(60, 60);
+ window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+
+ ImGuiIniData* settings = FindWindowSettings(name);
+ if (!settings)
+ {
+ settings = AddWindowSettings(name);
+ }
+ else
+ {
+ window->SetWindowPosAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+ window->SetWindowSizeAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+ window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+ }
+
+ if (settings->Pos.x != FLT_MAX)
+ {
+ window->PosFloat = settings->Pos;
+ window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+ window->Collapsed = settings->Collapsed;
+ }
+
+ if (ImLengthSqr(settings->Size) > 0.00001f && !(flags & ImGuiWindowFlags_NoResize))
+ size = settings->Size;
+ window->Size = window->SizeFull = size;
+ }
+
+ if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+ {
+ window->AutoFitFramesX = window->AutoFitFramesY = 2;
+ window->AutoFitOnlyGrows = false;
+ }
+ else
+ {
+ if (window->Size.x <= 0.0f)
+ window->AutoFitFramesX = 2;
+ if (window->Size.y <= 0.0f)
+ window->AutoFitFramesY = 2;
+ window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+ }
+
+ g.Windows.push_back(window);
+ return window;
+}
+
+// Push a new ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
+// - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCond_FirstUseEver) prior to calling Begin().
+bool ImGui::Begin(const char* name, bool* p_opened, ImGuiWindowFlags flags)
+{
+ return ImGui::Begin(name, p_opened, ImVec2(0.f, 0.f), -1.0f, flags);
+}
+
+bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha, ImGuiWindowFlags flags)
+{
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(name != NULL); // Must pass a name
+
+ if (flags & ImGuiWindowFlags_NoInputs)
+ flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+ // Find or create
+ bool window_is_new = false;
+ ImGuiWindow* window = FindWindowByName(name);
+ if (!window)
+ {
+ window = CreateNewWindow(name, size_on_first_use, flags);
+ window_is_new = true;
+ }
+ window->Flags = (ImGuiWindowFlags)flags;
+
+ // Add to stack
+ ImGuiWindow* parent_window = !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL;
+ g.CurrentWindowStack.push_back(window);
+ SetCurrentWindow(window);
+ CheckStacksSize(window, true);
+ IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+ const int current_frame = ImGui::GetFrameCount();
+ bool window_was_visible = (window->LastFrameDrawn == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+ if (flags & ImGuiWindowFlags_Popup)
+ {
+ ImGuiPopupRef& popup_ref = g.OpenedPopupStack[g.CurrentPopupStack.Size];
+ window_was_visible &= (window->PopupID == popup_ref.PopupID);
+ window_was_visible &= (window == popup_ref.Window);
+ popup_ref.Window = window;
+ g.CurrentPopupStack.push_back(popup_ref);
+ window->PopupID = popup_ref.PopupID;
+ }
+
+ // Process SetNextWindow***() calls
+ bool window_pos_set_by_api = false, window_size_set_by_api = false;
+ if (g.SetNextWindowPosCond)
+ {
+ const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this anymore :( need to look into that.
+ if (!window_was_visible) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing;
+ window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
+ if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)
+ {
+ window->SetWindowPosCenterWanted = true; // May be processed on the next frame if this is our first frame and we are measuring size
+ window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+ }
+ else
+ {
+ ImGui::SetWindowPos(g.SetNextWindowPosVal, g.SetNextWindowPosCond);
+ }
+ window->DC.CursorPos = backup_cursor_pos;
+ g.SetNextWindowPosCond = 0;
+ }
+ if (g.SetNextWindowSizeCond)
+ {
+ if (!window_was_visible) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing;
+ window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
+ ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
+ g.SetNextWindowSizeCond = 0;
+ }
+ if (g.SetNextWindowCollapsedCond)
+ {
+ if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
+ ImGui::SetWindowCollapsed(g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
+ g.SetNextWindowCollapsedCond = 0;
+ }
+ if (g.SetNextWindowFocus)
+ {
+ ImGui::SetWindowFocus();
+ g.SetNextWindowFocus = false;
+ }
+
+ // Update known root window (if we are a child window, otherwise window == window->RootWindow)
+ int root_idx, root_non_popup_idx;
+ for (root_idx = g.CurrentWindowStack.Size - 1; root_idx > 0; root_idx--)
+ if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))
+ break;
+ for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)
+ if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+ break;
+ window->RootWindow = g.CurrentWindowStack[root_idx];
+ window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx]; // This is merely for displaying the TitleBgActive color.
+
+ // Default alpha
+ if (bg_alpha < 0.0f)
+ bg_alpha = style.WindowFillAlphaDefault;
+
+ // When reusing window again multiple times a frame, just append content (don't need to setup again)
+ const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
+ if (first_begin_of_the_frame)
+ {
+ window->Active = true;
+ window->BeginCount = 0;
+ window->DrawList->Clear();
+ window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
+ window->LastFrameDrawn = current_frame;
+ window->IDStack.resize(1);
+
+ // Setup texture, outer clipping rectangle
+ window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ComboBox|ImGuiWindowFlags_Popup)))
+ PushClipRect(parent_window->ClipRect);
+ else
+ PushClipRect(GetVisibleRect());
+
+ // New windows appears in front
+ if (!window_was_visible)
+ {
+ window->AutoPosLastDirection = -1;
+
+ if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+ FocusWindow(window);
+
+ // Popup first latch mouse position, will position itself when it appears next frame
+ if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
+ window->PosFloat = g.IO.MousePos;
+ }
+
+ // Collapse window by double-clicking on title bar
+ // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+ if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+ {
+ ImRect title_bar_rect = window->TitleBarRect();
+ if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
+ {
+ window->Collapsed = !window->Collapsed;
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ MarkSettingsDirty();
+ FocusWindow(window);
+ }
+ }
+ else
+ {
+ window->Collapsed = false;
+ }
+
+ const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
+ if (window->HiddenFrames > 0)
+ window->HiddenFrames--;
+
+ // SIZE
+
+ // Save contents size from last frame for auto-fitting
+ window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
+ window->SizeContents.y += window->ScrollY;
+
+ // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
+ if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
+ {
+ window->HiddenFrames = 1;
+ if (flags & ImGuiWindowFlags_AlwaysAutoResize)
+ {
+ if (!window_size_set_by_api)
+ window->Size = window->SizeFull = ImVec2(0.f, 0.f);
+ window->SizeContents = ImVec2(0.f, 0.f);
+ }
+ }
+
+ // Lock window padding so that altering the ShowBorders flag for childs doesn't have side-effects.
+ window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
+
+ // Calculate auto-fit size
+ ImVec2 size_auto_fit;
+ if ((flags & ImGuiWindowFlags_Tooltip) != 0)
+ {
+ // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
+ size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
+ }
+ else
+ {
+ size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding));
+ if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
+ size_auto_fit.x += style.ScrollbarWidth;
+ size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
+ }
+
+ // Handle automatic resize
+ if (window->Collapsed)
+ {
+ // We still process initial auto-fit on collapsed windows to get a window width,
+ // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+ if (window->AutoFitFramesX > 0)
+ window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+ if (window->AutoFitFramesY > 0)
+ window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+ window->Size = window->TitleBarRect().GetSize();
+ }
+ else
+ {
+ if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window_size_set_by_api)
+ {
+ window->SizeFull = size_auto_fit;
+ }
+ else if ((window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) && !window_size_set_by_api)
+ {
+ // Auto-fit only grows during the first few frames
+ if (window->AutoFitFramesX > 0)
+ window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+ if (window->AutoFitFramesY > 0)
+ window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ MarkSettingsDirty();
+ }
+ window->Size = window->SizeFull;
+ }
+
+ // Minimum window size
+ if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
+ {
+ window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
+ if (!window->Collapsed)
+ window->Size = window->SizeFull;
+ }
+
+ // POSITION
+
+ // Position child window
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ parent_window->DC.ChildWindows.push_back(window);
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
+ {
+ window->Pos = window->PosFloat = parent_window->DC.CursorPos;
+ window->Size = window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user.
+ }
+
+ bool window_pos_center = false;
+ window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0);
+ window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden);
+ if (window_pos_center)
+ {
+ // Center (any sort of window)
+ ImRect fullscreen_rect(GetVisibleRect());
+ SetWindowPos(ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f));
+ }
+ else if (flags & ImGuiWindowFlags_ChildMenu)
+ {
+ IM_ASSERT(window_pos_set_by_api);
+ ImRect rect_to_avoid;
+ if (parent_window->DC.MenuBarAppending)
+ rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
+ else
+ rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarWidth(), FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
+ window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+ }
+ else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
+ {
+ ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
+ window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+ }
+
+ // Position tooltip (always follows mouse)
+ if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
+ {
+ ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
+ window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+ }
+
+ // User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
+ KeepAliveID(window->MoveID);
+ if (g.ActiveId == window->MoveID)
+ {
+ if (g.IO.MouseDown[0])
+ {
+ if (!(flags & ImGuiWindowFlags_NoMove))
+ {
+ window->PosFloat += g.IO.MouseDelta;
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ MarkSettingsDirty();
+ }
+ IM_ASSERT(g.MovedWindow != NULL);
+ FocusWindow(g.MovedWindow);
+ }
+ else
+ {
+ SetActiveID(0);
+ g.MovedWindow = NULL; // Not strictly necessary but doing it for sanity.
+ }
+ }
+
+ // Clamp position so it stays visible
+ if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+ {
+ if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ {
+ ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+ window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
+ window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
+ }
+ }
+ window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+
+ // Default item width. Make it proportional to window size if window manually resizes
+ if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+ window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
+ else
+ window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
+
+ // Prepare for focus requests
+ window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == IM_INT_MAX || window->FocusIdxAllCounter == -1) ? IM_INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
+ window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1) ? IM_INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
+ window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
+ window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
+
+ // Apply scrolling
+ if (window->ScrollTargetRelY < FLT_MAX)
+ {
+ float center_ratio_y = window->ScrollTargetCenterRatioY;
+ window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
+ window->ScrollTargetRelY = FLT_MAX;
+ }
+ window->ScrollY = ImMax(window->ScrollY, 0.0f);
+ if (!window->Collapsed && !window->SkipItems)
+ window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
+
+ // Modal window darkens what is behind them
+ if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
+ {
+ ImRect fullscreen_rect = GetVisibleRect();
+ window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, window->Color(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
+ }
+
+ // Draw window + handle manual resize
+ ImRect title_bar_rect = window->TitleBarRect();
+ const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
+ if (window->Collapsed)
+ {
+ // Draw title bar only
+ window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), window_rounding);
+ if (flags & ImGuiWindowFlags_ShowBorders)
+ {
+ window->DrawList->AddRect(title_bar_rect.GetTL()+ImVec2(1,1), title_bar_rect.GetBR()+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
+ window->DrawList->AddRect(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border), window_rounding);
+ }
+ }
+ else
+ {
+ ImU32 resize_col = 0;
+ const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
+ if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
+ {
+ // Manual resize
+ const ImVec2 br = window->Rect().GetBR();
+ const ImRect resize_rect(br - ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f), br);
+ const ImGuiID resize_id = window->GetID("#RESIZE");
+ bool hovered, held;
+ ButtonBehavior(resize_rect, resize_id, &hovered, &held, true, ImGuiButtonFlags_FlattenChilds);
+ resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+
+ if (hovered || held)
+ g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
+
+ if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
+ {
+ // Manual auto-fit when double-clicking
+ window->SizeFull = size_auto_fit;
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ MarkSettingsDirty();
+ SetActiveID(0);
+ }
+ else if (held)
+ {
+ window->SizeFull = ImMax(window->SizeFull + g.IO.MouseDelta, style.WindowMinSize);
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ MarkSettingsDirty();
+ }
+
+ window->Size = window->SizeFull;
+ title_bar_rect = window->TitleBarRect();
+ }
+
+ // Scrollbar
+ window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar);
+
+ // Window background
+ if (bg_alpha > 0.0f)
+ {
+ if ((flags & ImGuiWindowFlags_ComboBox) != 0)
+ window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, bg_alpha), window_rounding);
+ else if ((flags & ImGuiWindowFlags_Tooltip) != 0)
+ window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, bg_alpha), window_rounding);
+ else if ((flags & ImGuiWindowFlags_Popup) != 0)
+ window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
+ else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
+ window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarWidth(),0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
+ else
+ window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
+ }
+
+ // Title bar
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color((g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, 1|2);
+
+ // Menu bar
+ if (flags & ImGuiWindowFlags_MenuBar)
+ {
+ ImRect menu_bar_rect = window->MenuBarRect();
+ window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), window->Color(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, 1|2);
+ }
+
+ // Borders
+ if (flags & ImGuiWindowFlags_ShowBorders)
+ {
+ window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
+ window->DrawList->AddRect(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_Border), window_rounding);
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border));
+ }
+
+ // Scrollbar
+ if (window->ScrollbarY)
+ Scrollbar(window);
+
+ // Render resize grip
+ // (after the input handling so we don't have a frame of latency)
+ if (!(flags & ImGuiWindowFlags_NoResize))
+ {
+ const ImVec2 br = window->Rect().GetBR();
+ window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, 0.0f));
+ window->DrawList->PathLineTo(br + ImVec2(0.0f, -resize_corner_size));
+ window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding, br.y - window_rounding), window_rounding, 0, 3);
+ window->DrawList->PathFill(resize_col);
+ }
+ }
+
+ // Setup drawing context
+ window->DC.ColumnsStartX = window->WindowPadding.x;
+ window->DC.ColumnsOffsetX = 0.0f;
+ window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->ScrollY);
+ window->DC.CursorPos = window->DC.CursorStartPos;
+ window->DC.CursorPosPrevLine = window->DC.CursorPos;
+ window->DC.CursorMaxPos = window->DC.CursorStartPos;
+ window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
+ window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+ window->DC.MenuBarAppending = false;
+ window->DC.MenuBarOffsetX = ImMax(window->DC.ColumnsStartX, style.ItemSpacing.x);
+ window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+ window->DC.ChildWindows.resize(0);
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.ItemWidth = window->ItemWidthDefault;
+ window->DC.ItemWidthStack.resize(0);
+ window->DC.ButtonRepeat = false;
+ window->DC.ButtonRepeatStack.resize(0);
+ window->DC.AllowKeyboardFocus = true;
+ window->DC.AllowKeyboardFocusStack.resize(0);
+ window->DC.TextWrapPos = -1.0f; // disabled
+ window->DC.TextWrapPosStack.resize(0);
+ window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
+ window->DC.ColumnsCurrent = 0;
+ window->DC.ColumnsCount = 1;
+ window->DC.ColumnsStartPos = window->DC.CursorPos;
+ window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPos.y;
+ window->DC.TreeDepth = 0;
+ window->DC.StateStorage = &window->StateStorage;
+ window->DC.GroupStack.resize(0);
+ window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_visible);
+
+ if (window->AutoFitFramesX > 0)
+ window->AutoFitFramesX--;
+ if (window->AutoFitFramesY > 0)
+ window->AutoFitFramesY--;
+
+ // Title bar
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ if (p_opened != NULL)
+ CloseWindowButton(p_opened);
+
+ const ImVec2 text_size = CalcTextSize(name, NULL, true);
+ if (!(flags & ImGuiWindowFlags_NoCollapse))
+ RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
+
+ ImVec2 text_min = window->Pos + style.FramePadding;
+ ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
+ ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_opened ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
+ bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
+ bool pad_right = (p_opened != NULL);
+ if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
+ if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
+ if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
+ RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, NULL, &clip_max);
+ }
+
+ // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
+ window->ClippedWindowRect = window->Rect();
+ window->ClippedWindowRect.Clip(window->ClipRect);
+
+ // Pressing CTRL+C while holding on a window copy its content to the clipboard
+ // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
+ // Maybe we can support CTRL+C on every element?
+ /*
+ if (g.ActiveId == move_id)
+ if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
+ ImGui::LogToClipboard();
+ */
+ }
+ window->BeginCount++;
+
+ // Inner clipping rectangle
+ // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
+ // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
+ const ImRect title_bar_rect = window->TitleBarRect();
+ ImVec4 clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Rect().Max.x+0.5f-window->WindowPadding.x*0.5f, window->Rect().Max.y-1.5f);
+ if (window->ScrollbarY)
+ clip_rect.z -= style.ScrollbarWidth;
+ PushClipRect(clip_rect);
+
+ // Clear 'accessed' flag last thing
+ if (first_begin_of_the_frame)
+ window->Accessed = false;
+
+ // Child window can be out of sight and have "negative" clip windows.
+ // Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ {
+ IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+ window->Collapsed = parent_window && parent_window->Collapsed;
+
+ if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ window->Collapsed |= (window->ClipRect.Min.x >= window->ClipRect.Max.x || window->ClipRect.Min.y >= window->ClipRect.Max.y);
+
+ // We also hide the window from rendering because we've already added its border to the command list.
+ // (we could perform the check earlier in the function but it is simpler at this point)
+ if (window->Collapsed)
+ window->Active = false;
+ }
+ if (style.Alpha <= 0.0f)
+ window->Active = false;
+
+ // Return false if we don't intend to display anything to allow user to perform an early out optimization
+ window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
+ return !window->SkipItems;
+}
+
+void ImGui::End()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ ImGui::Columns(1, "#CloseColumns");
+ PopClipRect(); // inner window clip rectangle
+
+ // Stop logging
+ if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
+ ImGui::LogFinish();
+
+ // Pop
+ // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
+ g.CurrentWindowStack.pop_back();
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ g.CurrentPopupStack.pop_back();
+ CheckStacksSize(window, false);
+ SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+}
+
+// Vertical scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as ratio and in a form that allows the window content to change while we are holding on a scrollbar
+static void Scrollbar(ImGuiWindow* window)
+{
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID("#SCROLLY");
+
+ // Render background
+ ImRect bb(window->Rect().Max.x - style.ScrollbarWidth, window->Pos.y + window->TitleBarHeight()+1, window->Rect().Max.x, window->Rect().Max.y-1);
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
+ bb.Expand(-3.0f);
+ const float scrollbar_height = bb.GetHeight();
+
+ // The grabable box size generally represent the amount visible (vs the total scrollable amount)
+ // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+ const float grab_h_pixels = ImMin(ImMax(scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)), style.GrabMinSize), scrollbar_height);
+ const float grab_h_norm = grab_h_pixels / scrollbar_height;
+
+ // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+ bool held = false;
+ bool hovered = false;
+ const bool previously_held = (g.ActiveId == id);
+ ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
+
+ const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y);
+ float scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
+ float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
+ if (held)
+ {
+ const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f)
+ g.HoveredId = id;
+
+ bool seek_absolute = false;
+ if (!previously_held)
+ {
+ // On initial click calculate the distance between mouse and the center of the grab
+ if (clicked_y_norm >= grab_y_norm && clicked_y_norm <= grab_y_norm + grab_h_norm)
+ {
+ g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
+ }
+ else
+ {
+ seek_absolute = true;
+ g.ScrollbarClickDeltaToGrabCenter = 0;
+ }
+ }
+
+ // Apply scroll
+ // It is ok to modify ScrollY here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
+ const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
+ window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
+
+ // Update values for rendering
+ scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
+ grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
+
+ // Update distance to grab now that we have seeked and saturated
+ if (seek_absolute)
+ g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
+ }
+
+ // Render
+ const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+ window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
+}
+
+// Moving window to front of display (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window)
+{
+ ImGuiState& g = *GImGui;
+
+ // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.
+ g.FocusedWindow = window;
+
+ // Passing NULL allow to disable keyboard focus
+ if (!window)
+ return;
+
+ // And move its root window to the top of the pile
+ if (window->RootWindow)
+ window = window->RootWindow;
+
+ // Steal focus on active widgets
+ if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
+ if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
+ ImGui::SetActiveID(0);
+
+ if (g.Windows.back() == window)
+ return;
+
+ for (int i = 0; i < g.Windows.Size; i++)
+ if (g.Windows[i] == window)
+ {
+ g.Windows.erase(g.Windows.begin() + i);
+ break;
+ }
+ g.Windows.push_back(window);
+}
+
+void ImGui::PushItemWidth(float item_width)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
+}
+
+static void PushMultiItemsWidths(int components, float w_full)
+{
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ const ImGuiStyle& style = GImGui->Style;
+ if (w_full <= 0.0f)
+ w_full = ImGui::CalcItemWidth();
+ const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+ const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
+ window->DC.ItemWidthStack.push_back(w_item_last);
+ for (int i = 0; i < components-1; i++)
+ window->DC.ItemWidthStack.push_back(w_item_one);
+ window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+}
+
+void ImGui::PopItemWidth()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ItemWidthStack.pop_back();
+ window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
+}
+
+float ImGui::CalcItemWidth()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ float w = window->DC.ItemWidth;
+ if (w < 0.0f)
+ {
+ // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
+ ImGuiState& g = *GImGui;
+ float width_to_right_edge = ImGui::GetContentRegionAvail().x;
+ w = ImMax(1.0f, width_to_right_edge + w - g.Style.FramePadding.x * 2.0f);
+ }
+ w = (float)(int)w;
+ return w;
+}
+
+static void SetCurrentFont(ImFont* font)
+{
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(font && font->IsLoaded());
+ IM_ASSERT(font->Scale > 0.0f);
+ g.Font = font;
+ g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
+ g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
+ g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel;
+}
+
+void ImGui::PushFont(ImFont* font)
+{
+ ImGuiState& g = *GImGui;
+ if (!font)
+ font = g.IO.Fonts->Fonts[0];
+ SetCurrentFont(font);
+ g.FontStack.push_back(font);
+ g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
+}
+
+void ImGui::PopFont()
+{
+ ImGuiState& g = *GImGui;
+ g.CurrentWindow->DrawList->PopTextureID();
+ g.FontStack.pop_back();
+ SetCurrentFont(g.FontStack.empty() ? g.IO.Fonts->Fonts[0] : g.FontStack.back());
+}
+
+void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.AllowKeyboardFocus = allow_keyboard_focus;
+ window->DC.AllowKeyboardFocusStack.push_back(allow_keyboard_focus);
+}
+
+void ImGui::PopAllowKeyboardFocus()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.AllowKeyboardFocusStack.pop_back();
+ window->DC.AllowKeyboardFocus = window->DC.AllowKeyboardFocusStack.empty() ? true : window->DC.AllowKeyboardFocusStack.back();
+}
+
+void ImGui::PushButtonRepeat(bool repeat)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ButtonRepeat = repeat;
+ window->DC.ButtonRepeatStack.push_back(repeat);
+}
+
+void ImGui::PopButtonRepeat()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ButtonRepeatStack.pop_back();
+ window->DC.ButtonRepeat = window->DC.ButtonRepeatStack.empty() ? false : window->DC.ButtonRepeatStack.back();
+}
+
+void ImGui::PushTextWrapPos(float wrap_pos_x)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.TextWrapPos = wrap_pos_x;
+ window->DC.TextWrapPosStack.push_back(wrap_pos_x);
+}
+
+void ImGui::PopTextWrapPos()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.TextWrapPosStack.pop_back();
+ window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiColMod backup;
+ backup.Col = idx;
+ backup.PreviousValue = g.Style.Colors[idx];
+ g.ColorModifiers.push_back(backup);
+ g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+ ImGuiState& g = *GImGui;
+ while (count > 0)
+ {
+ ImGuiColMod& backup = g.ColorModifiers.back();
+ g.Style.Colors[backup.Col] = backup.PreviousValue;
+ g.ColorModifiers.pop_back();
+ count--;
+ }
+}
+
+static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
+{
+ ImGuiState& g = *GImGui;
+ switch (idx)
+ {
+ case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
+ case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
+ case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding;
+ case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
+ case ImGuiStyleVar_IndentSpacing: return &g.Style.IndentSpacing;
+ case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize;
+ }
+ return NULL;
+}
+
+static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
+{
+ ImGuiState& g = *GImGui;
+ switch (idx)
+ {
+ case ImGuiStyleVar_WindowPadding: return &g.Style.WindowPadding;
+ case ImGuiStyleVar_WindowMinSize: return &g.Style.WindowMinSize;
+ case ImGuiStyleVar_FramePadding: return &g.Style.FramePadding;
+ case ImGuiStyleVar_ItemSpacing: return &g.Style.ItemSpacing;
+ case ImGuiStyleVar_ItemInnerSpacing: return &g.Style.ItemInnerSpacing;
+ }
+ return NULL;
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+ ImGuiState& g = *GImGui;
+ float* pvar = GetStyleVarFloatAddr(idx);
+ IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a float.
+ ImGuiStyleMod backup;
+ backup.Var = idx;
+ backup.PreviousValue = ImVec2(*pvar, 0.0f);
+ g.StyleModifiers.push_back(backup);
+ *pvar = val;
+}
+
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+ ImGuiState& g = *GImGui;
+ ImVec2* pvar = GetStyleVarVec2Addr(idx);
+ IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
+ ImGuiStyleMod backup;
+ backup.Var = idx;
+ backup.PreviousValue = *pvar;
+ g.StyleModifiers.push_back(backup);
+ *pvar = val;
+}
+
+void ImGui::PopStyleVar(int count)
+{
+ ImGuiState& g = *GImGui;
+ while (count > 0)
+ {
+ ImGuiStyleMod& backup = g.StyleModifiers.back();
+ if (float* pvar_f = GetStyleVarFloatAddr(backup.Var))
+ *pvar_f = backup.PreviousValue.x;
+ else if (ImVec2* pvar_v = GetStyleVarVec2Addr(backup.Var))
+ *pvar_v = backup.PreviousValue;
+ g.StyleModifiers.pop_back();
+ count--;
+ }
+}
+
+const char* ImGui::GetStyleColName(ImGuiCol idx)
+{
+ // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+ switch (idx)
+ {
+ case ImGuiCol_Text: return "Text";
+ case ImGuiCol_TextDisabled: return "TextDisabled";
+ case ImGuiCol_WindowBg: return "WindowBg";
+ case ImGuiCol_ChildWindowBg: return "ChildWindowBg";
+ case ImGuiCol_Border: return "Border";
+ case ImGuiCol_BorderShadow: return "BorderShadow";
+ case ImGuiCol_FrameBg: return "FrameBg";
+ case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+ case ImGuiCol_FrameBgActive: return "FrameBgActive";
+ case ImGuiCol_TitleBg: return "TitleBg";
+ case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+ case ImGuiCol_TitleBgActive: return "TitleBgActive";
+ case ImGuiCol_MenuBarBg: return "MenuBarBg";
+ case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+ case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+ case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+ case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+ case ImGuiCol_ComboBg: return "ComboBg";
+ case ImGuiCol_CheckMark: return "CheckMark";
+ case ImGuiCol_SliderGrab: return "SliderGrab";
+ case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+ case ImGuiCol_Button: return "Button";
+ case ImGuiCol_ButtonHovered: return "ButtonHovered";
+ case ImGuiCol_ButtonActive: return "ButtonActive";
+ case ImGuiCol_Header: return "Header";
+ case ImGuiCol_HeaderHovered: return "HeaderHovered";
+ case ImGuiCol_HeaderActive: return "HeaderActive";
+ case ImGuiCol_Column: return "Column";
+ case ImGuiCol_ColumnHovered: return "ColumnHovered";
+ case ImGuiCol_ColumnActive: return "ColumnActive";
+ case ImGuiCol_ResizeGrip: return "ResizeGrip";
+ case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+ case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_CloseButton: return "CloseButton";
+ case ImGuiCol_CloseButtonHovered: return "CloseButtonHovered";
+ case ImGuiCol_CloseButtonActive: return "CloseButtonActive";
+ case ImGuiCol_PlotLines: return "PlotLines";
+ case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+ case ImGuiCol_PlotHistogram: return "PlotHistogram";
+ case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+ case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+ case ImGuiCol_TooltipBg: return "TooltipBg";
+ case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
+ }
+ IM_ASSERT(0);
+ return "Unknown";
+}
+
+bool ImGui::IsWindowHovered()
+{
+ ImGuiState& g = *GImGui;
+ return g.HoveredWindow == g.CurrentWindow;
+}
+
+bool ImGui::IsWindowFocused()
+{
+ ImGuiState& g = *GImGui;
+ return g.FocusedWindow == g.CurrentWindow;
+}
+
+bool ImGui::IsRootWindowFocused()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* root_window = g.CurrentWindow->RootWindow;
+ return g.FocusedWindow == root_window;
+}
+
+bool ImGui::IsRootWindowOrAnyChildFocused()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* root_window = g.CurrentWindow->RootWindow;
+ return g.FocusedWindow && g.FocusedWindow->RootWindow == root_window;
+}
+
+float ImGui::GetWindowWidth()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->Size.x;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ return window->Pos;
+}
+
+static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
+{
+ window->DC.CursorMaxPos.y += window->ScrollY;
+ window->ScrollY = new_scroll_y;
+ window->DC.CursorMaxPos.y -= window->ScrollY;
+}
+
+static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+ return;
+ window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+ window->SetWindowPosCenterWanted = false;
+
+ // Set
+ const ImVec2 old_pos = window->Pos;
+ window->PosFloat = pos;
+ window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+ window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
+ window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
+}
+
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = FindWindowByName(name);
+ if (window)
+ SetWindowPos(window, pos, cond);
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->Size;
+}
+
+static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+ return;
+ window->SetWindowSizeAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+
+ // Set
+ if (size.x > 0.0f)
+ {
+ window->AutoFitFramesX = 0;
+ window->SizeFull.x = size.x;
+ }
+ else
+ {
+ window->AutoFitFramesX = 2;
+ window->AutoFitOnlyGrows = false;
+ }
+ if (size.y > 0.0f)
+ {
+ window->AutoFitFramesY = 0;
+ window->SizeFull.y = size.y;
+ }
+ else
+ {
+ window->AutoFitFramesY = 2;
+ window->AutoFitOnlyGrows = false;
+ }
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ SetWindowSize(window, size, cond);
+}
+
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = FindWindowByName(name);
+ if (window)
+ SetWindowSize(window, size, cond);
+}
+
+static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+ return;
+ window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+
+ // Set
+ window->Collapsed = collapsed;
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ SetWindowCollapsed(window, collapsed, cond);
+}
+
+bool ImGui::IsWindowCollapsed()
+{
+ return GImGui->CurrentWindow->Collapsed;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond)
+{
+ ImGuiWindow* window = FindWindowByName(name);
+ if (window)
+ SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetWindowFocus()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ FocusWindow(window);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+ if (name)
+ {
+ ImGuiWindow* window = FindWindowByName(name);
+ if (window)
+ FocusWindow(window);
+ }
+ else
+ {
+ FocusWindow(NULL);
+ }
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond)
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowPosVal = pos;
+ g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowPosCenter(ImGuiSetCond cond)
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowPosVal = ImVec2(-FLT_MAX, -FLT_MAX);
+ g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowSizeVal = size;
+ g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowCollapsedVal = collapsed;
+ g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowFocus()
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextWindowFocus = true;
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetContentRegionMax()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImVec2 mx = window->Size - window->WindowPadding;
+ if (window->DC.ColumnsCount != 1)
+ mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;
+ else
+ mx.x -= window->ScrollbarWidth();
+ return mx;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImVec2 m = window->Size - window->WindowPadding;
+ m.x -= window->ScrollbarWidth();
+ return m;
+}
+
+float ImGui::GetTextLineHeight()
+{
+ ImGuiState& g = *GImGui;
+ return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+ ImGuiState& g = *GImGui;
+ return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetItemsLineHeightWithSpacing()
+{
+ ImGuiState& g = *GImGui;
+ return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DrawList;
+}
+
+ImFont* ImGui::GetWindowFont()
+{
+ ImGuiState& g = *GImGui;
+ return g.Font;
+}
+
+float ImGui::GetWindowFontSize()
+{
+ ImGuiState& g = *GImGui;
+ return g.FontSize;
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->FontWindowScale = scale;
+ g.FontSize = window->CalcFontSize();
+}
+
+// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
+// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
+ImVec2 ImGui::GetCursorPos()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.CursorPos - window->Pos;
+}
+
+float ImGui::GetCursorPosX()
+{
+ return ImGui::GetCursorPos().x;
+}
+
+float ImGui::GetCursorPosY()
+{
+ return ImGui::GetCursorPos().y;
+}
+
+void ImGui::SetCursorPos(const ImVec2& pos)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos = window->Pos + pos;
+ window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos.x = window->Pos.x + x;
+ window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos.y = window->Pos.y + y;
+ window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+}
+
+ImVec2 ImGui::GetCursorStartPos()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.CursorStartPos - window->Pos;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos = screen_pos;
+}
+
+float ImGui::GetScrollY()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->ScrollY;
+}
+
+float ImGui::GetScrollMaxY()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->SizeContents.y - window->SizeFull.y;
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->ScrollTargetRelY = scroll_y + window->TitleBarHeight(); // title bar height cancelled out when using ScrollTargetRelY
+ window->ScrollTargetCenterRatioY = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
+{
+ // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
+ ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+ window->ScrollTargetRelY = (float)(int)(pos_y + window->ScrollY);
+ if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
+ window->ScrollTargetRelY = 0.0f;
+ window->ScrollTargetCenterRatioY = center_y_ratio;
+}
+
+void ImGui::SetScrollHere(float center_y_ratio)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
+ ImGui::SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio);
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
+ window->FocusIdxTabRequestNext = IM_INT_MAX;
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.StateStorage;
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+ TextUnformatted(g.TempBuffer, text_end);
+}
+
+void ImGui::Text(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+{
+ ImGui::PushStyleColor(ImGuiCol_Text, col);
+ TextV(fmt, args);
+ ImGui::PopStyleColor();
+}
+
+void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextColoredV(col, fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextDisabledV(const char* fmt, va_list args)
+{
+ ImGui::PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
+ TextV(fmt, args);
+ ImGui::PopStyleColor();
+}
+
+void ImGui::TextDisabled(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextDisabledV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextWrappedV(const char* fmt, va_list args)
+{
+ ImGui::PushTextWrapPos(0.0f);
+ TextV(fmt, args);
+ ImGui::PopTextWrapPos();
+}
+
+void ImGui::TextWrapped(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextWrappedV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextUnformatted(const char* text, const char* text_end)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ IM_ASSERT(text != NULL);
+ const char* text_begin = text;
+ if (text_end == NULL)
+ text_end = text + strlen(text); // FIXME-OPT
+
+ const float wrap_pos_x = window->DC.TextWrapPos;
+ const bool wrap_enabled = wrap_pos_x >= 0.0f;
+ if (text_end - text > 2000 && !wrap_enabled)
+ {
+ // Long text!
+ // Perform manual coarse clipping to optimize for long multi-line text
+ // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
+ // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
+ const char* line = text;
+ const float line_height = ImGui::GetTextLineHeight();
+ const ImVec2 text_pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrentLineTextBaseOffset);
+ const ImRect clip_rect = window->ClipRect;
+ ImVec2 text_size(0,0);
+
+ if (text_pos.y <= clip_rect.Max.y)
+ {
+ ImVec2 pos = text_pos;
+
+ // Lines to skip (can't skip when logging text)
+ if (!g.LogEnabled)
+ {
+ int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
+ if (lines_skippable > 0)
+ {
+ int lines_skipped = 0;
+ while (line < text_end && lines_skipped < lines_skippable)
+ {
+ const char* line_end = strchr(line, '\n');
+ line = line_end + 1;
+ lines_skipped++;
+ }
+ pos.y += lines_skipped * line_height;
+ }
+ }
+
+ // Lines to render
+ if (line < text_end)
+ {
+ ImRect line_rect(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height));
+ while (line < text_end)
+ {
+ const char* line_end = strchr(line, '\n');
+ if (IsClippedEx(line_rect, NULL, false))
+ break;
+
+ const ImVec2 line_size = CalcTextSize(line, line_end, false);
+ text_size.x = ImMax(text_size.x, line_size.x);
+ RenderText(pos, line, line_end, false);
+ if (!line_end)
+ line_end = text_end;
+ line = line_end + 1;
+ line_rect.Min.y += line_height;
+ line_rect.Max.y += line_height;
+ pos.y += line_height;
+ }
+
+ // Count remaining lines
+ int lines_skipped = 0;
+ while (line < text_end)
+ {
+ const char* line_end = strchr(line, '\n');
+ if (!line_end)
+ line_end = text_end;
+ line = line_end + 1;
+ lines_skipped++;
+ }
+ pos.y += lines_skipped * line_height;
+ }
+
+ text_size.y += (pos - text_pos).y;
+ }
+
+ ImRect bb(text_pos, text_pos + text_size);
+ ItemSize(bb);
+ ItemAdd(bb, NULL);
+ }
+ else
+ {
+ const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
+ const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
+
+ // Account of baseline offset
+ ImVec2 text_pos = window->DC.CursorPos;
+ text_pos.y += window->DC.CurrentLineTextBaseOffset;
+
+ ImRect bb(text_pos, text_pos + text_size);
+ ItemSize(bb.GetSize());
+ if (!ItemAdd(bb, NULL))
+ return;
+
+ // Render (we don't hide text after ## in this end-user function)
+ RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
+ }
+}
+
+void ImGui::AlignFirstTextHeightToWidgets()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ // Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.
+ ImGuiState& g = *GImGui;
+ ItemSize(ImVec2(0, g.FontSize + g.Style.FramePadding.y*2), g.Style.FramePadding.y);
+ ImGui::SameLine(0, 0);
+}
+
+// Add a label+text combo aligned to other label+value widgets
+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float w = ImGui::CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, label_size.y + style.FramePadding.y*2));
+ const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, NULL))
+ return;
+
+ // Render
+ const char* value_text_begin = &g.TempBuffer[0];
+ const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+ RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImGuiAlign_VCenter);
+ RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
+}
+
+void ImGui::LabelText(const char* label, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ LabelTextV(label, fmt, args);
+ va_end(args);
+}
+
+static inline bool IsWindowContentHoverable(ImGuiWindow* window)
+{
+ // An active popup disable hovering on other windows (apart from its own children)
+ ImGuiState& g = *GImGui;
+ if (ImGuiWindow* focused_window = g.FocusedWindow)
+ if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
+ if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
+ return false;
+
+ return true;
+}
+
+bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ if (flags & ImGuiButtonFlags_Disabled)
+ {
+ if (out_hovered) *out_hovered = false;
+ if (out_held) *out_held = false;
+ if (g.ActiveId == id) SetActiveID(0);
+ return false;
+ }
+
+ bool pressed = false;
+ const bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
+ if (hovered)
+ {
+ g.HoveredId = id;
+ if (allow_key_modifiers || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
+ {
+ if (g.IO.MouseClicked[0])
+ {
+ if (flags & ImGuiButtonFlags_PressedOnClick)
+ {
+ pressed = true;
+ SetActiveID(0);
+ }
+ else
+ {
+ SetActiveID(id, window);
+ }
+ FocusWindow(window);
+ }
+ else if (g.IO.MouseReleased[0] && (flags & ImGuiButtonFlags_PressedOnRelease))
+ {
+ pressed = true;
+ SetActiveID(0);
+ }
+ else if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && ImGui::IsMouseClicked(0, true))
+ {
+ pressed = true;
+ }
+ }
+ }
+
+ bool held = false;
+ if (g.ActiveId == id)
+ {
+ if (g.IO.MouseDown[0])
+ {
+ held = true;
+ }
+ else
+ {
+ if (hovered)
+ pressed = true;
+ SetActiveID(0);
+ }
+ }
+
+ if (out_hovered) *out_hovered = hovered;
+ if (out_held) *out_held = held;
+
+ return pressed;
+}
+
+bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+
+ ImVec2 pos = window->DC.CursorPos;
+ if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset)
+ pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
+ ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
+
+ const ImRect bb(pos, pos + size);
+ ItemSize(bb, style.FramePadding.y);
+ if (!ItemAdd(bb, &id))
+ return false;
+
+ if (window->DC.ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, true, flags);
+
+ // Render
+ const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+ RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, ImGuiAlign_Center | ImGuiAlign_VCenter);
+
+ // Automatically close popups
+ //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+ // ImGui::CloseCurrentPopup();
+
+ return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+ return ButtonEx(label, size_arg, 0);
+}
+
+// Small buttons fits within text without additional vertical spacing.
+bool ImGui::SmallButton(const char* label)
+{
+ ImGuiState& g = *GImGui;
+ float backup_padding_y = g.Style.FramePadding.y;
+ g.Style.FramePadding.y = 0.0f;
+ bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
+ g.Style.FramePadding.y = backup_padding_y;
+ return pressed;
+}
+
+// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiID id = window->GetID(str_id);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ ItemSize(bb);
+ if (!ItemAdd(bb, &id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
+
+ return pressed;
+}
+
+// Upper-right button to close a window.
+static bool CloseWindowButton(bool* p_opened)
+{
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+
+ const ImGuiID id = window->GetID("#CLOSE");
+ const float size = window->TitleBarHeight() - 4.0f;
+ const ImRect bb(window->Rect().GetTR() + ImVec2(-2.0f-size,2.0f), window->Rect().GetTR() + ImVec2(-2.0f,2.0f+size));
+
+ bool hovered, held;
+ bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
+
+ // Render
+ const ImU32 col = window->Color((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
+ const ImVec2 center = bb.GetCenter();
+ window->DrawList->AddCircleFilled(center, ImMax(2.0f,size*0.5f), col, 16);
+
+ const float cross_extent = (size * 0.5f * 0.7071f) - 1.0f;
+ if (hovered)
+ {
+ window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), window->Color(ImGuiCol_Text));
+ window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), window->Color(ImGuiCol_Text));
+ }
+
+ if (p_opened != NULL && pressed)
+ *p_opened = !*p_opened;
+
+ return pressed;
+}
+
+void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ if (border_col.w > 0.0f)
+ bb.Max += ImVec2(2,2);
+ ItemSize(bb);
+ if (!ItemAdd(bb, NULL))
+ return;
+
+ if (border_col.w > 0.0f)
+ {
+ window->DrawList->AddRect(bb.Min, bb.Max, window->Color(border_col), 0.0f);
+ window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, window->Color(tint_col));
+ }
+ else
+ {
+ window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, window->Color(tint_col));
+ }
+}
+
+// frame_padding < 0: uses FramePadding from style (default)
+// frame_padding = 0: no framing
+// frame_padding > 0: set framing size
+// The color used are the button colors.
+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ // Default to using texture ID as ID. User can still push string/integer prefixes.
+ // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
+ ImGui::PushID((void *)user_texture_id);
+ const ImGuiID id = window->GetID("#image");
+ ImGui::PopID();
+
+ const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
+ const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
+ ItemSize(bb);
+ if (!ItemAdd(bb, &id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
+
+ // Render
+ const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ RenderFrame(bb.Min, bb.Max, col);
+ if (bg_col.w > 0.0f)
+ window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, window->Color(bg_col));
+ window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, window->Color(tint_col));
+
+ return pressed;
+}
+
+// Start logging ImGui output to TTY
+void ImGui::LogToTTY(int max_depth)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (g.LogEnabled)
+ return;
+
+ g.LogEnabled = true;
+ g.LogFile = stdout;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to given file
+void ImGui::LogToFile(int max_depth, const char* filename)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (g.LogEnabled)
+ return;
+ if (!filename)
+ {
+ filename = g.IO.LogFilename;
+ if (!filename)
+ return;
+ }
+
+ g.LogFile = fopen(filename, "ab");
+ if (!g.LogFile)
+ {
+ IM_ASSERT(g.LogFile != NULL); // Consider this an error
+ return;
+ }
+ g.LogEnabled = true;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to clipboard
+void ImGui::LogToClipboard(int max_depth)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGuiState& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+
+ g.LogEnabled = true;
+ g.LogFile = NULL;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+void ImGui::LogFinish()
+{
+ ImGuiState& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ ImGui::LogText(IM_NEWLINE);
+ g.LogEnabled = false;
+ if (g.LogFile != NULL)
+ {
+ if (g.LogFile == stdout)
+ fflush(g.LogFile);
+ else
+ fclose(g.LogFile);
+ g.LogFile = NULL;
+ }
+ if (g.LogClipboard->size() > 1)
+ {
+ if (g.IO.SetClipboardTextFn)
+ g.IO.SetClipboardTextFn(g.LogClipboard->begin());
+ g.LogClipboard->clear();
+ }
+}
+
+// Helper to display logging buttons
+void ImGui::LogButtons()
+{
+ ImGuiState& g = *GImGui;
+
+ ImGui::PushID("LogButtons");
+ const bool log_to_tty = ImGui::Button("Log To TTY");
+ ImGui::SameLine();
+ const bool log_to_file = ImGui::Button("Log To File");
+ ImGui::SameLine();
+ const bool log_to_clipboard = ImGui::Button("Log To Clipboard");
+ ImGui::SameLine();
+
+ ImGui::PushItemWidth(80.0f);
+ ImGui::PushAllowKeyboardFocus(false);
+ ImGui::SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+ ImGui::PopAllowKeyboardFocus();
+ ImGui::PopItemWidth();
+ ImGui::PopID();
+
+ // Start logging at the end of the function so that the buttons don't appear in the log
+ if (log_to_tty)
+ LogToTTY(g.LogAutoExpandMaxDepth);
+ if (log_to_file)
+ LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
+ if (log_to_clipboard)
+ LogToClipboard(g.LogAutoExpandMaxDepth);
+}
+
+bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ IM_ASSERT(str_id != NULL || label != NULL);
+ if (str_id == NULL)
+ str_id = label;
+ if (label == NULL)
+ label = str_id;
+ const ImGuiID id = window->GetID(str_id);
+
+ // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
+ ImGuiStorage* storage = window->DC.StateStorage;
+ bool opened;
+ if (g.SetNextTreeNodeOpenedCond != 0)
+ {
+ if (g.SetNextTreeNodeOpenedCond & ImGuiSetCond_Always)
+ {
+ opened = g.SetNextTreeNodeOpenedVal;
+ storage->SetInt(id, opened);
+ }
+ else
+ {
+ // We treat ImGuiSetCondition_Once and ImGuiSetCondition_FirstUseEver the same because tree node state are not saved persistently.
+ const int stored_value = storage->GetInt(id, -1);
+ if (stored_value == -1)
+ {
+ opened = g.SetNextTreeNodeOpenedVal;
+ storage->SetInt(id, opened);
+ }
+ else
+ {
+ opened = stored_value != 0;
+ }
+ }
+ g.SetNextTreeNodeOpenedCond = 0;
+ }
+ else
+ {
+ opened = storage->GetInt(id, default_open) != 0;
+ }
+
+ // Framed header expand a little outside the default padding
+ const ImVec2 window_padding = window->WindowPadding;
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImVec2 pos_min = window->DC.CursorPos;
+ const ImVec2 pos_max = window->Pos + GetContentRegionMax();
+ ImRect bb = ImRect(pos_min, ImVec2(pos_max.x, pos_min.y + label_size.y));
+ if (display_frame)
+ {
+ bb.Min.x -= (float)(int)(window_padding.x*0.5f) - 1;
+ bb.Max.x += (float)(int)(window_padding.x*0.5f) - 1;
+ bb.Max.y += style.FramePadding.y * 2;
+ }
+
+ // FIXME: we don't provide our width so that it doesn't get feed back into AutoFit. Should manage that better so we can still hover without extending ContentsSize
+ const ImRect text_bb(bb.Min, bb.Min + ImVec2(g.FontSize + style.FramePadding.x*2*2,0) + label_size);
+ ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y), display_frame ? style.FramePadding.y : 0.0f);
+
+ // When logging is enabled, if automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
+ // NB- If we are above max depth we still allow manually opened nodes to be logged.
+ if (g.LogEnabled && !display_frame && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+ opened = true;
+
+ if (!ItemAdd(bb, &id))
+ return opened;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(display_frame ? bb : text_bb, id, &hovered, &held, false);
+ if (pressed)
+ {
+ opened = !opened;
+ storage->SetInt(id, opened);
+ }
+
+ // Render
+ const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ if (display_frame)
+ {
+ // Framed type
+ RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+ RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
+ if (g.LogEnabled)
+ {
+ // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
+ const char log_prefix[] = "\n##";
+ LogRenderedText(bb.Min + style.FramePadding, log_prefix, log_prefix+3);
+ }
+ RenderTextClipped(bb.Min + style.FramePadding + ImVec2(g.FontSize + style.FramePadding.x*2,0), bb.Max, label, NULL, &label_size);
+ if (g.LogEnabled)
+ {
+ const char log_suffix[] = "##";
+ LogRenderedText(bb.Min + style.FramePadding, log_suffix, log_suffix+2);
+ }
+ }
+ else
+ {
+ // Unframed typed for tree nodes
+ if ((held && hovered) || hovered)
+ RenderFrame(bb.Min, bb.Max, col, false);
+ RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, g.FontSize*0.15f), opened, 0.70f, false);
+ if (g.LogEnabled)
+ LogRenderedText(bb.Min, ">");
+ RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x*2,0), label);
+ }
+
+ return opened;
+}
+
+void ImGui::Bullet()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float line_height = g.FontSize;
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height, line_height));
+ ItemSize(bb);
+ if (!ItemAdd(bb, NULL))
+ return;
+
+ // Render
+ const float bullet_size = line_height*0.15f;
+ window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
+
+ // Stay on same line
+ ImGui::SameLine(0, -1);
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ const char* text_begin = g.TempBuffer;
+ const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+ const float line_height = g.FontSize;
+ const ImVec2 label_size = CalcTextSize(text_begin, text_end, true);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (label_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + label_size); // Empty text doesn't add padding
+ ItemSize(bb);
+ if (!ItemAdd(bb, NULL))
+ return;
+
+ // Render
+ const float bullet_size = line_height*0.15f;
+ window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
+ RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2,0), text_begin, text_end);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ BulletTextV(fmt, args);
+ va_end(args);
+}
+
+// If returning 'true' the node is open and the user is responsible for calling TreePop
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+ if (!str_id || !str_id[0])
+ str_id = fmt;
+
+ ImGui::PushID(str_id);
+ const bool opened = ImGui::CollapsingHeader(g.TempBuffer, "", false);
+ ImGui::PopID();
+
+ if (opened)
+ ImGui::TreePush(str_id);
+
+ return opened;
+}
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool s = TreeNodeV(str_id, fmt, args);
+ va_end(args);
+ return s;
+}
+
+// If returning 'true' the node is open and the user is responsible for calling TreePop
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+
+ if (!ptr_id)
+ ptr_id = fmt;
+
+ ImGui::PushID(ptr_id);
+ const bool opened = ImGui::CollapsingHeader(g.TempBuffer, "", false);
+ ImGui::PopID();
+
+ if (opened)
+ ImGui::TreePush(ptr_id);
+
+ return opened;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool s = TreeNodeV(ptr_id, fmt, args);
+ va_end(args);
+ return s;
+}
+
+bool ImGui::TreeNode(const char* str_label_id)
+{
+ return TreeNode(str_label_id, "%s", str_label_id);
+}
+
+void ImGui::SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond)
+{
+ ImGuiState& g = *GImGui;
+ g.SetNextTreeNodeOpenedVal = opened;
+ g.SetNextTreeNodeOpenedCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->IDStack.push_back(window->GetID(str_id));
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PushID(int int_id)
+{
+ const void* ptr_id = (void*)(intptr_t)int_id;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PopID()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+ return GImGui->CurrentWindow->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+ return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+ return GImGui->CurrentWindow->GetID(ptr_id);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)
+{
+ if (data_type == ImGuiDataType_Int)
+ ImFormatString(buf, buf_size, display_format, *(int*)data_ptr);
+ else if (data_type == ImGuiDataType_Float)
+ ImFormatString(buf, buf_size, display_format, *(float*)data_ptr);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size)
+{
+ if (data_type == ImGuiDataType_Int)
+ {
+ if (decimal_precision < 0)
+ ImFormatString(buf, buf_size, "%d", *(int*)data_ptr);
+ else
+ ImFormatString(buf, buf_size, "%.*d", decimal_precision, *(int*)data_ptr);
+ }
+ else if (data_type == ImGuiDataType_Float)
+ {
+ if (decimal_precision < 0)
+ ImFormatString(buf, buf_size, "%f", *(float*)data_ptr); // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
+ else
+ ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(float*)data_ptr);
+ }
+}
+
+static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2)// Store into value1
+{
+ if (data_type == ImGuiDataType_Int)
+ {
+ if (op == '+')
+ *(int*)value1 = *(int*)value1 + *(const int*)value2;
+ else if (op == '-')
+ *(int*)value1 = *(int*)value1 - *(const int*)value2;
+ }
+ else if (data_type == ImGuiDataType_Float)
+ {
+ if (op == '+')
+ *(float*)value1 = *(float*)value1 + *(const float*)value2;
+ else if (op == '-')
+ *(float*)value1 = *(float*)value1 - *(const float*)value2;
+ }
+}
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
+{
+ while (ImCharIsSpace(*buf))
+ buf++;
+
+ // We don't support '-' op because it would conflict with inputing negative value.
+ // Instead you can use +-100 to subtract from an existing value
+ char op = buf[0];
+ if (op == '+' || op == '*' || op == '/')
+ {
+ buf++;
+ while (ImCharIsSpace(*buf))
+ buf++;
+ }
+ else
+ {
+ op = 0;
+ }
+ if (!buf[0])
+ return;
+
+ if (data_type == ImGuiDataType_Int)
+ {
+ if (!scalar_format)
+ scalar_format = "%d";
+ int* v = (int*)data_ptr;
+ int ref_v = *v;
+ if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
+ return;
+
+ // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
+ float op_v = 0.0f;
+ if (op == '+') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v + op_v); } // Add (use "+-" to subtract)
+ else if (op == '*') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v * op_v); } // Multiply
+ else if (op == '/') { if (sscanf(buf, "%f", &op_v) == 1 && op_v != 0.0f) *v = (int)(ref_v / op_v); }// Divide
+ else { if (sscanf(buf, scalar_format, &ref_v) == 1) *v = ref_v; } // Assign constant
+ }
+ else if (data_type == ImGuiDataType_Float)
+ {
+ if (!scalar_format)
+ scalar_format = "%f";
+ float* v = (float*)data_ptr;
+ float ref_v = *v;
+ if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
+ return;
+ float op_v = 0.0f;
+ if (sscanf(buf, scalar_format, &op_v) < 1)
+ return;
+
+ if (op == '+') { *v = ref_v + op_v; } // Add (use "+-" to subtract)
+ else if (op == '*') { *v = ref_v * op_v; } // Multiply
+ else if (op == '/') { if (op_v != 0.0f) *v = ref_v / op_v; } // Divide
+ else { *v = op_v; } // Assign constant
+ }
+}
+
+// Create text input in place of a slider (when CTRL+Clicking on slider)
+bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
+ SetActiveID(g.ScalarAsInputTextId, window);
+ g.HoveredId = 0;
+ FocusableItemUnregister(window);
+
+ char buf[32];
+ DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
+ bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize() - g.Style.FramePadding*2.0f, ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
+ if (g.ScalarAsInputTextId == 0)
+ {
+ // First frame
+ IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
+ g.ScalarAsInputTextId = g.ActiveId;
+ g.HoveredId = id;
+ }
+ else if (g.ActiveId != g.ScalarAsInputTextId)
+ {
+ // Release
+ g.ScalarAsInputTextId = 0;
+ }
+ if (value_changed)
+ DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
+ return value_changed;
+}
+
+// Parse display precision back from the display format string
+int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
+{
+ int precision = default_precision;
+ while ((fmt = strchr(fmt, '%')) != NULL)
+ {
+ fmt++;
+ if (fmt[0] == '%') { fmt++; continue; } // Ignore "%%"
+ while (*fmt >= '0' && *fmt <= '9')
+ fmt++;
+ if (*fmt == '.')
+ {
+ precision = atoi(fmt + 1);
+ if (precision < 0 || precision > 10)
+ precision = default_precision;
+ }
+ break;
+ }
+ return precision;
+}
+
+float ImGui::RoundScalar(float value, int decimal_precision)
+{
+ // Round past decimal precision
+ // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
+ // FIXME: Investigate better rounding methods
+ static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
+ float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
+ bool negative = value < 0.0f;
+ value = fabsf(value);
+ float remainder = fmodf(value, min_step);
+ if (remainder <= min_step*0.5f)
+ value -= remainder;
+ else
+ value += (min_step - remainder);
+ return negative ? -value : value;
+}
+
+bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, bool horizontal)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ const ImGuiStyle& style = g.Style;
+
+ // Draw frame
+ RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+ const bool is_non_linear = fabsf(power - 1.0f) > 0.0001f;
+
+ const float grab_padding = 2.0f;
+ const float slider_sz = horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
+ float grab_sz;
+ if (decimal_precision > 0)
+ grab_sz = ImMin(style.GrabMinSize, slider_sz);
+ else
+ grab_sz = ImMin(ImMax(1.0f * (slider_sz / (v_max-v_min+1.0f)), style.GrabMinSize), slider_sz); // Integer sliders, if possible have the grab size represent 1 unit
+ const float slider_usable_sz = slider_sz - grab_sz;
+ const float slider_usable_pos_min = (horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;
+ const float slider_usable_pos_max = (horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;
+
+ // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
+ float linear_zero_pos = 0.0f; // 0.0->1.0f
+ if (v_min * v_max < 0.0f)
+ {
+ // Different sign
+ const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f/power);
+ const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f/power);
+ linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0+linear_dist_max_to_0);
+ }
+ else
+ {
+ // Same sign
+ linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
+ }
+
+ // Process clicking on the slider
+ bool value_changed = false;
+ if (g.ActiveId == id)
+ {
+ if (g.IO.MouseDown[0])
+ {
+ const float mouse_abs_pos = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
+ float normalized_pos = ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f);
+ if (!horizontal)
+ normalized_pos = 1.0f - normalized_pos;
+
+ float new_value;
+ if (is_non_linear)
+ {
+ // Account for logarithmic scale on both sides of the zero
+ if (normalized_pos < linear_zero_pos)
+ {
+ // Negative: rescale to the negative range before powering
+ float a = 1.0f - (normalized_pos / linear_zero_pos);
+ a = powf(a, power);
+ new_value = ImLerp(ImMin(v_max,0.0f), v_min, a);
+ }
+ else
+ {
+ // Positive: rescale to the positive range before powering
+ float a;
+ if (fabsf(linear_zero_pos - 1.0f) > 1.e-6)
+ a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos);
+ else
+ a = normalized_pos;
+ a = powf(a, power);
+ new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
+ }
+ }
+ else
+ {
+ // Linear slider
+ new_value = ImLerp(v_min, v_max, normalized_pos);
+ }
+
+ // Round past decimal precision
+ new_value = RoundScalar(new_value, decimal_precision);
+ if (*v != new_value)
+ {
+ *v = new_value;
+ value_changed = true;
+ }
+ }
+ else
+ {
+ SetActiveID(0);
+ }
+ }
+
+ // Calculate slider grab positioning
+ float grab_t;
+ if (is_non_linear)
+ {
+ float v_clamped = ImClamp(*v, v_min, v_max);
+ if (v_clamped < 0.0f)
+ {
+ const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
+ grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
+ }
+ else
+ {
+ const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
+ grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
+ }
+ }
+ else
+ {
+ // Linear slider
+ grab_t = (ImClamp(*v, v_min, v_max) - v_min) / (v_max - v_min);
+ }
+
+ // Draw
+ if (!horizontal)
+ grab_t = 1.0f - grab_t;
+ const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+ ImRect grab_bb;
+ if (horizontal)
+ grab_bb = ImRect(ImVec2(grab_pos - grab_sz*0.5f, frame_bb.Min.y + grab_padding), ImVec2(grab_pos + grab_sz*0.5f, frame_bb.Max.y - grab_padding));
+ else
+ grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f));
+ window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+ return value_changed;
+}
+
+// Use power!=1.0 for logarithmic sliders.
+// Adjust display_format to decorate the value with a prefix or a suffix.
+// "%.3f" 1.234
+// "%5.2f secs" 01.23 secs
+// "Gold: %.0f" Gold: 1
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w = ImGui::CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+ if (!ItemAdd(total_bb, &id))
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ return false;
+ }
+
+ const bool hovered = IsHovered(frame_bb, id);
+ if (hovered)
+ g.HoveredId = id;
+
+ if (!display_format)
+ display_format = "%.3f";
+ int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+ // Tabbing or CTRL-clicking on Slider turns it into an input box
+ bool start_text_input = false;
+ const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
+ if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
+ {
+ SetActiveID(id, window);
+ FocusWindow(window);
+
+ if (tab_focus_requested || g.IO.KeyCtrl)
+ {
+ start_text_input = true;
+ g.ScalarAsInputTextId = 0;
+ }
+ }
+ if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+ return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+ ItemSize(total_bb, style.FramePadding.y);
+
+ // Actual slider behavior + render grab
+ const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, true);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ char value_buf[64];
+ const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+ RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ return value_changed;
+}
+
+bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ ItemSize(bb, style.FramePadding.y);
+ if (!ItemAdd(frame_bb, &id))
+ return false;
+
+ const bool hovered = IsHovered(frame_bb, id);
+ if (hovered)
+ g.HoveredId = id;
+
+ if (!display_format)
+ display_format = "%.3f";
+ int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+ if (hovered && g.IO.MouseClicked[0])
+ {
+ SetActiveID(id, window);
+ FocusWindow(window);
+ }
+
+ // Actual slider behavior + render grab
+ bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, false);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ // For the vertical slider we allow centered text to overlap the frame padding
+ char value_buf[64];
+ char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+ RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ return value_changed;
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
+{
+ float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
+ bool value_changed = ImGui::SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
+ *v_rad = v_deg * (2*IM_PI) / 360.0f;
+ return value_changed;
+}
+
+bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format)
+{
+ if (!display_format)
+ display_format = "%.0f";
+ float v_f = (float)*v;
+ bool value_changed = ImGui::SliderFloat(label, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+ *v = (int)v_f;
+ return value_changed;
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format)
+{
+ if (!display_format)
+ display_format = "%.0f";
+ float v_f = (float)*v;
+ bool value_changed = ImGui::VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+ *v = (int)v_f;
+ return value_changed;
+}
+
+// Add multiple sliders on 1 line for compact edition of multiple components
+bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::SliderFloat("##v", &v[i], v_min, v_max, display_format, power);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format, float power)
+{
+ return SliderFloatN(label, v, 2, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format, float power)
+{
+ return SliderFloatN(label, v, 3, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format, float power)
+{
+ return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::SliderInt("##v", &v[i], v_min, v_max, display_format);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format)
+{
+ return SliderIntN(label, v, 2, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format)
+{
+ return SliderIntN(label, v, 3, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format)
+{
+ return SliderIntN(label, v, 4, v_min, v_max, display_format);
+}
+
+bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ const ImGuiStyle& style = g.Style;
+
+ // Draw frame
+ const ImU32 frame_col = window->Color(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+ bool value_changed = false;
+
+ // Process clicking on the drag
+ if (g.ActiveId == id)
+ {
+ if (g.IO.MouseDown[0])
+ {
+ if (g.ActiveIdIsJustActivated)
+ {
+ // Lock current value on click
+ g.DragCurrentValue = *v;
+ g.DragLastMouseDelta = ImVec2(0.f, 0.f);
+ }
+
+ const ImVec2 mouse_drag_delta = ImGui::GetMouseDragDelta(0, 1.0f);
+ if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)
+ {
+ float speed = v_speed;
+ if (speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
+ speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
+ if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
+ speed = speed * g.DragSpeedScaleFast;
+ if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
+ speed = speed * g.DragSpeedScaleSlow;
+
+ float v_cur = g.DragCurrentValue;
+ float delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;
+ if (fabsf(power - 1.0f) > 0.001f)
+ {
+ // Logarithmic curve on both side of 0.0
+ float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
+ float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
+ float v1 = powf(v0_abs, 1.0f / power) + (delta * v0_sign);
+ float v1_abs = v1 >= 0.0f ? v1 : -v1;
+ float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f; // Crossed sign line
+ v_cur = powf(v1_abs, power) * v0_sign * v1_sign; // Reapply sign
+ }
+ else
+ {
+ v_cur += delta;
+ }
+ g.DragLastMouseDelta.x = mouse_drag_delta.x;
+
+ // Clamp
+ if (v_min < v_max)
+ v_cur = ImClamp(v_cur, v_min, v_max);
+ g.DragCurrentValue = v_cur;
+
+ // Round to user desired precision, then apply
+ v_cur = RoundScalar(v_cur, decimal_precision);
+ if (*v != v_cur)
+ {
+ *v = v_cur;
+ value_changed = true;
+ }
+ }
+ }
+ else
+ {
+ SetActiveID(0);
+ }
+ }
+
+ return value_changed;
+}
+
+bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w = ImGui::CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+ const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+ if (!ItemAdd(total_bb, &id))
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ return false;
+ }
+
+ const bool hovered = IsHovered(frame_bb, id);
+ if (hovered)
+ g.HoveredId = id;
+
+ if (!display_format)
+ display_format = "%.3f";
+ int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+ // Tabbing or CTRL-clicking on Drag turns it into an input box
+ bool start_text_input = false;
+ const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
+ if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] | g.IO.MouseDoubleClicked[0])))
+ {
+ SetActiveID(id, window);
+ FocusWindow(window);
+
+ if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0])
+ {
+ start_text_input = true;
+ g.ScalarAsInputTextId = 0;
+ }
+ }
+ if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+ return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+ // Actual drag behavior
+ ItemSize(total_bb, style.FramePadding.y);
+ const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, decimal_precision, power);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ char value_buf[64];
+ const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+ RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+
+ return value_changed;
+}
+
+bool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::DragFloat("##v", &v[i], v_speed, v_min, v_max, display_format, power);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+ return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+ return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+ return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ ImGui::PushID(label);
+ ImGui::BeginGroup();
+ PushMultiItemsWidths(2);
+
+ bool value_changed = ImGui::DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power);
+ ImGui::PopItemWidth();
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= ImGui::DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power);
+ ImGui::PopItemWidth();
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+ ImGui::PopID();
+
+ return value_changed;
+}
+
+// NB: v_speed is float to allow adjusting the drag speed with more precision
+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)
+{
+ if (!display_format)
+ display_format = "%.0f";
+ float v_f = (float)*v;
+ bool value_changed = ImGui::DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, display_format);
+ *v = (int)v_f;
+ return value_changed;
+}
+
+bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::DragInt("##v", &v[i], v_speed, v_min, v_max, display_format);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)
+{
+ return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)
+{
+ return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)
+{
+ return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ ImGui::PushID(label);
+ ImGui::BeginGroup();
+ PushMultiItemsWidths(2);
+
+ bool value_changed = ImGui::DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? IM_INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
+ ImGui::PopItemWidth();
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= ImGui::DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? IM_INT_MAX : v_max, display_format_max ? display_format_max : display_format);
+ ImGui::PopItemWidth();
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+ ImGui::PopID();
+
+ return value_changed;
+}
+
+void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+ if (graph_size.x == 0.0f)
+ graph_size.x = ImGui::CalcItemWidth() + (style.FramePadding.x * 2);
+ if (graph_size.y == 0.0f)
+ graph_size.y = label_size.y + (style.FramePadding.y * 2);
+
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
+ const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, NULL))
+ return;
+
+ // Determine scale from values if not specified
+ if (scale_min == FLT_MAX || scale_max == FLT_MAX)
+ {
+ float v_min = FLT_MAX;
+ float v_max = -FLT_MAX;
+ for (int i = 0; i < values_count; i++)
+ {
+ const float v = values_getter(data, i);
+ v_min = ImMin(v_min, v);
+ v_max = ImMax(v_max, v);
+ }
+ if (scale_min == FLT_MAX)
+ scale_min = v_min;
+ if (scale_max == FLT_MAX)
+ scale_max = v_max;
+ }
+
+ RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+ int res_w = ImMin((int)graph_size.x, values_count);
+ if (plot_type == ImGuiPlotType_Lines)
+ res_w -= 1;
+
+ // Tooltip on hover
+ int v_hovered = -1;
+ if (IsHovered(inner_bb, 0))
+ {
+ const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
+ const int v_idx = (int)(t * (values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0)));
+ IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+
+ const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
+ const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
+ if (plot_type == ImGuiPlotType_Lines)
+ ImGui::SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
+ else if (plot_type == ImGuiPlotType_Histogram)
+ ImGui::SetTooltip("%d: %8.4g", v_idx, v0);
+ v_hovered = v_idx;
+ }
+
+ const float t_step = 1.0f / (float)res_w;
+
+ float v0 = values_getter(data, (0 + values_offset) % values_count);
+ float t0 = 0.0f;
+ ImVec2 p0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) );
+
+ const ImU32 col_base = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+ const ImU32 col_hovered = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+ for (int n = 0; n < res_w; n++)
+ {
+ const float t1 = t0 + t_step;
+ const int v_idx = (int)(t0 * values_count);
+ IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+ const float v1 = values_getter(data, (v_idx + values_offset + 1) % values_count);
+ const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
+
+ // NB- Draw calls are merged together by the DrawList system.
+ if (plot_type == ImGuiPlotType_Lines)
+ window->DrawList->AddLine(ImLerp(inner_bb.Min, inner_bb.Max, p0), ImLerp(inner_bb.Min, inner_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base);
+ else if (plot_type == ImGuiPlotType_Histogram)
+ window->DrawList->AddRectFilled(ImLerp(inner_bb.Min, inner_bb.Max, p0), ImLerp(inner_bb.Min, inner_bb.Max, ImVec2(p1.x, 1.0f))+ImVec2(-1,0), v_hovered == v_idx ? col_hovered : col_base);
+
+ t0 = t1;
+ p0 = p1;
+ }
+
+ // Text overlay
+ if (overlay_text)
+ RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImGuiAlign_Center);
+
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+}
+
+struct ImGuiPlotArrayGetterData
+{
+ const float* Values;
+ int Stride;
+
+ ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
+};
+
+static float Plot_ArrayGetter(void* data, int idx)
+{
+ ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
+ const float v = *(float*)(void*)((unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
+ return v;
+}
+
+void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+ ImGuiPlotArrayGetterData data(values, stride);
+ PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+ PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+ ImGuiPlotArrayGetterData data(values, stride);
+ PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+ PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2));
+ ItemSize(check_bb, style.FramePadding.y);
+
+ ImRect total_bb = check_bb;
+ if (label_size.x > 0)
+ SameLine(0, style.ItemInnerSpacing.x);
+ const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
+ if (label_size.x > 0)
+ {
+ ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+ total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
+ }
+
+ if (!ItemAdd(total_bb, &id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(total_bb, id, &hovered, &held, true);
+ if (pressed)
+ *v = !(*v);
+
+ RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+ if (*v)
+ {
+ const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+ const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+ window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark), style.FrameRounding);
+ }
+
+ if (g.LogEnabled)
+ LogRenderedText(text_bb.GetTL(), *v ? "[x]" : "[ ]");
+ RenderText(text_bb.GetTL(), label);
+
+ return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+ bool v = (*flags & flags_value) ? true : false;
+ bool pressed = ImGui::Checkbox(label, &v);
+ if (v)
+ *flags |= flags_value;
+ else
+ *flags &= ~flags_value;
+ return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
+ ItemSize(check_bb, style.FramePadding.y);
+
+ ImRect total_bb = check_bb;
+ if (label_size.x > 0)
+ SameLine(0, style.ItemInnerSpacing.x);
+ const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
+ if (label_size.x > 0)
+ {
+ ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+ total_bb.Add(text_bb);
+ }
+
+ if (!ItemAdd(total_bb, &id))
+ return false;
+
+ ImVec2 center = check_bb.GetCenter();
+ center.x = (float)(int)center.x + 0.5f;
+ center.y = (float)(int)center.y + 0.5f;
+ const float radius = check_bb.GetHeight() * 0.5f;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(total_bb, id, &hovered, &held, true);
+
+ window->DrawList->AddCircleFilled(center, radius, window->Color((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
+ if (active)
+ {
+ const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+ const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+ window->DrawList->AddCircleFilled(center, radius-pad, window->Color(ImGuiCol_CheckMark), 16);
+ }
+
+ if (window->Flags & ImGuiWindowFlags_ShowBorders)
+ {
+ window->DrawList->AddCircle(center+ImVec2(1,1), radius, window->Color(ImGuiCol_BorderShadow), 16);
+ window->DrawList->AddCircle(center, radius, window->Color(ImGuiCol_Border), 16);
+ }
+
+ if (g.LogEnabled)
+ LogRenderedText(text_bb.GetTL(), active ? "(x)" : "( )");
+ RenderText(text_bb.GetTL(), label);
+
+ return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+ const bool pressed = ImGui::RadioButton(label, *v == v_button);
+ if (pressed)
+ {
+ *v = v_button;
+ }
+ return pressed;
+}
+
+static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
+{
+ int line_count = 0;
+ const char* s = text_begin;
+ while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
+ if (c == '\n')
+ line_count++;
+ s--;
+ if (s[0] != '\n' && s[0] != '\r')
+ line_count++;
+ *out_text_end = s;
+ return line_count;
+}
+
+static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
+{
+ ImFont* font = GImGui->Font;
+ const float line_height = GImGui->FontSize;
+ const float scale = line_height / font->FontSize;
+
+ ImVec2 text_size = ImVec2(0,0);
+ float line_width = 0.0f;
+
+ const ImWchar* s = text_begin;
+ while (s < text_end)
+ {
+ unsigned int c = (unsigned int)(*s++);
+ if (c == '\n')
+ {
+ text_size.x = ImMax(text_size.x, line_width);
+ text_size.y += line_height;
+ line_width = 0.0f;
+ if (stop_on_new_line)
+ break;
+ continue;
+ }
+ if (c == '\r')
+ continue;
+
+ const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
+ line_width += char_width;
+ }
+
+ if (text_size.x < line_width)
+ text_size.x = line_width;
+
+ if (out_offset)
+ *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n
+
+ if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n
+ text_size.y += line_height;
+
+ if (remaining)
+ *remaining = s;
+
+ return text_size;
+}
+
+// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
+namespace ImGuiStb
+{
+
+static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
+static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->Text[idx]; }
+static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->Text[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
+static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
+static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
+static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
+{
+ const ImWchar* text = obj->Text.Data;
+ const ImWchar* text_remaining = NULL;
+ const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
+ r->x0 = 0.0f;
+ r->x1 = size.x;
+ r->baseline_y_delta = size.y;
+ r->ymin = 0.0f;
+ r->ymax = size.y;
+ r->num_chars = (int)(text_remaining - (text + line_start_idx));
+}
+
+static bool is_separator(unsigned int c) { return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
+#define STB_TEXTEDIT_IS_SPACE(CH) ( ImCharIsSpace((unsigned int)CH) || is_separator((unsigned int)CH) )
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+{
+ ImWchar* dst = obj->Text.Data + pos;
+
+ // We maintain our buffer length in both UTF-8 and wchar formats
+ obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
+ obj->CurLenW -= n;
+
+ // Offset remaining text
+ const ImWchar* src = obj->Text.Data + pos + n;
+ while (ImWchar c = *src++)
+ *dst++ = c;
+ *dst = '\0';
+}
+
+static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+{
+ const int text_len = obj->CurLenW;
+ if (new_text_len + text_len + 1 > obj->Text.Size)
+ return false;
+
+ const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
+ if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
+ return false;
+
+ ImWchar* text = obj->Text.Data;
+ if (pos != text_len)
+ memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
+ memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
+
+ obj->CurLenW += new_text_len;
+ obj->CurLenA += new_text_len_utf8;
+ obj->Text[obj->CurLenW] = '\0';
+
+ return true;
+}
+
+// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
+#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left
+#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right
+#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up
+#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down
+#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line
+#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line
+#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text
+#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text
+#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor
+#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor
+#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo
+#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo
+#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word
+#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_SHIFT 0x20000
+
+#define STB_TEXTEDIT_IMPLEMENTATION
+#include "stb_textedit.h"
+
+}
+
+void ImGuiTextEditState::OnKeyPressed(int key)
+{
+ stb_textedit_key(this, &StbState, key);
+ CursorFollow = true;
+ CursorAnimReset();
+}
+
+// Public API to manipulate UTF-8 text
+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
+{
+ char* dst = Buf + pos;
+ const char* src = Buf + pos + bytes_count;
+ while (char c = *src++)
+ *dst++ = c;
+ *dst = '\0';
+
+ BufDirty = true;
+ if (CursorPos + bytes_count >= pos)
+ CursorPos -= bytes_count;
+ else if (CursorPos >= pos)
+ CursorPos = pos;
+ SelectionStart = SelectionEnd = CursorPos;
+}
+
+void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+ const int text_len = (int)strlen(Buf);
+ if (!new_text_end)
+ new_text_end = new_text + strlen(new_text);
+ const int new_text_len = (int)(new_text_end - new_text);
+
+ if (new_text_len + text_len + 1 >= BufSize)
+ return;
+
+ if (text_len != pos)
+ memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(text_len - pos));
+ memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
+ Buf[text_len + new_text_len] = '\0';
+
+ BufDirty = true;
+ if (CursorPos >= pos)
+ CursorPos += new_text_len;
+ SelectionStart = SelectionEnd = CursorPos;
+}
+
+// Return false to discard a character.
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+ unsigned int c = *p_char;
+
+ if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
+ {
+ bool pass = false;
+ pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
+ pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
+ if (!pass)
+ return false;
+ }
+
+ if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
+ return false;
+
+ if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank))
+ {
+ if (flags & ImGuiInputTextFlags_CharsDecimal)
+ if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+ return false;
+
+ if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+ if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+ return false;
+
+ if (flags & ImGuiInputTextFlags_CharsUppercase)
+ if (c >= 'a' && c <= 'z')
+ *p_char = (c += (unsigned int)('A'-'a'));
+
+ if (flags & ImGuiInputTextFlags_CharsNoBlank)
+ if (ImCharIsSpace(c))
+ return false;
+ }
+
+ if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+ {
+ ImGuiTextEditCallbackData callback_data;
+ memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+ callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+ callback_data.EventChar = (ImWchar)c;
+ callback_data.Flags = flags;
+ callback_data.UserData = user_data;
+ if (callback(&callback_data) != 0)
+ return false;
+ *p_char = callback_data.EventChar;
+ if (!callback_data.EventChar)
+ return false;
+ }
+
+ return true;
+}
+
+// Edit a string of text
+bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
+ IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+
+ ImGuiState& g = *GImGui;
+ const ImGuiIO& io = g.IO;
+ const ImGuiStyle& style = g.Style;
+
+ const ImGuiID id = window->GetID(label);
+ const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
+
+ ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+ ImVec2 size = CalcItemSize(size_arg, ImGui::CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
+
+ ImGuiWindow* draw_window = window;
+ if (is_multiline)
+ {
+ ImGui::BeginGroup();
+ if (!ImGui::BeginChildFrame(id, frame_bb.GetSize()))
+ {
+ ImGui::EndChildFrame();
+ ImGui::EndGroup();
+ return false;
+ }
+ draw_window = GetCurrentWindow();
+ draw_window->DC.CursorPos += style.FramePadding;
+ size.x -= draw_window->ScrollbarWidth();
+ }
+ else
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, &id))
+ return false;
+ }
+
+ // NB: we are only allowed to access 'edit_state' if we are the active widget.
+ ImGuiTextEditState& edit_state = g.InputTextState;
+
+ const bool is_ctrl_down = io.KeyCtrl;
+ const bool is_shift_down = io.KeyShift;
+ const bool is_alt_down = io.KeyAlt;
+ const bool focus_requested = FocusableItemRegister(window, g.ActiveId == id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing
+ const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
+ const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
+
+ const bool hovered = IsHovered(frame_bb, id);
+ if (hovered)
+ {
+ g.HoveredId = id;
+ g.MouseCursor = ImGuiMouseCursor_TextInput;
+ }
+ const bool user_clicked = hovered && io.MouseClicked[0];
+ const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetID("#SCROLLY");
+
+ bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
+ if (focus_requested || user_clicked || user_scrolled)
+ {
+ if (g.ActiveId != id)
+ {
+ // Start edition
+ // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+ // From the moment we focused we are ignoring the content of 'buf'
+ edit_state.Text.resize(buf_size); // wchar count <= utf-8 count
+ edit_state.InitialText.resize(buf_size); // utf-8
+ ImFormatString(edit_state.InitialText.Data, edit_state.InitialText.Size, "%s", buf);
+ const char* buf_end = NULL;
+ edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
+ edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
+ edit_state.InputCursorScreenPos = ImVec2(-1.f, -1.f);
+ edit_state.CursorAnimReset();
+
+ if (edit_state.Id != id)
+ {
+ edit_state.Id = id;
+ edit_state.ScrollX = 0.f;
+ stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
+ if (!is_multiline && focus_requested_by_code)
+ select_all = true;
+ }
+ else
+ {
+ // Recycle existing cursor/selection/undo stack but clamp position
+ // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+ edit_state.StbState.cursor = ImMin(edit_state.StbState.cursor, edit_state.CurLenW);
+ edit_state.StbState.select_start = ImMin(edit_state.StbState.select_start, edit_state.CurLenW);
+ edit_state.StbState.select_end = ImMin(edit_state.StbState.select_end, edit_state.CurLenW);
+ }
+ if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+ edit_state.StbState.insert_mode = true;
+ if (!is_multiline && (focus_requested_by_tab || (user_clicked && is_ctrl_down)))
+ select_all = true;
+ }
+ SetActiveID(id, window);
+ FocusWindow(window);
+ }
+ else if (io.MouseClicked[0])
+ {
+ // Release focus when we click outside
+ if (g.ActiveId == id)
+ SetActiveID(0);
+ }
+
+ bool value_changed = false;
+ bool cancel_edit = false;
+ bool enter_pressed = false;
+
+ if (g.ActiveId == id)
+ {
+ edit_state.BufSizeA = buf_size;
+
+ // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+ // Down the line we should have a cleaner concept of focused vs active in the library.
+ g.ActiveIdIsFocusedOnly = !io.MouseDown[0];
+
+ // Edit in progress
+ const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
+ const float mouse_y = (is_multiline ? (g.IO.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
+
+ if (select_all || (hovered && io.MouseDoubleClicked[0]))
+ {
+ edit_state.SelectAll();
+ edit_state.SelectedAllMouseLock = true;
+ }
+ else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+ {
+ stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+ edit_state.CursorAnimReset();
+ }
+ else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock)
+ {
+ stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+ edit_state.CursorAnimReset();
+ }
+ if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
+ edit_state.SelectedAllMouseLock = false;
+
+ if (g.IO.InputCharacters[0])
+ {
+ // Process text input (before we check for Return because using some IME will effectively send a Return?)
+ for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
+ {
+ if (unsigned int c = (unsigned int)g.IO.InputCharacters[n])
+ {
+ // Insert character if they pass filtering
+ if (!InputTextFilterCharacter(&c, flags, callback, user_data))
+ continue;
+ edit_state.OnKeyPressed((int)c);
+ }
+ }
+
+ // Consume characters
+ memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+ }
+
+ const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
+ const bool is_ctrl_only = is_ctrl_down && !is_alt_down && !is_shift_down;
+ if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
+ else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); }
+ else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Backspace)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Enter))
+ {
+ bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
+ if (!is_multiline || (ctrl_enter_for_new_line && !is_ctrl_down) || (!ctrl_enter_for_new_line && is_ctrl_down))
+ {
+ SetActiveID(0);
+ enter_pressed = true;
+ }
+ else // New line
+ {
+ unsigned int c = '\n';
+ if (InputTextFilterCharacter(&c, flags, callback, user_data))
+ edit_state.OnKeyPressed((int)c);
+ }
+ }
+ else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !is_ctrl_down && !is_shift_down && !is_alt_down)
+ {
+ unsigned int c = '\t';
+ if (InputTextFilterCharacter(&c, flags, callback, user_data))
+ edit_state.OnKeyPressed((int)c);
+ }
+ else if (IsKeyPressedMap(ImGuiKey_Escape)) { SetActiveID(0); cancel_edit = true; }
+ else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_Z)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
+ else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_Y)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
+ else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; }
+ else if (is_ctrl_only && (IsKeyPressedMap(ImGuiKey_X) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))
+ {
+ // Cut, Copy
+ const bool cut = IsKeyPressedMap(ImGuiKey_X);
+ if (cut && !edit_state.HasSelection())
+ edit_state.SelectAll();
+
+ if (g.IO.SetClipboardTextFn)
+ {
+ const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
+ const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
+ edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);
+ ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);
+ g.IO.SetClipboardTextFn(edit_state.TempTextBuffer.Data);
+ }
+
+ if (cut)
+ {
+ edit_state.CursorFollow = true;
+ stb_textedit_cut(&edit_state, &edit_state.StbState);
+ }
+ }
+ else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_V))
+ {
+ // Paste
+ if (g.IO.GetClipboardTextFn)
+ {
+ if (const char* clipboard = g.IO.GetClipboardTextFn())
+ {
+ // Remove new-line from pasted buffer
+ const int clipboard_len = (int)strlen(clipboard);
+ ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
+ int clipboard_filtered_len = 0;
+ for (const char* s = clipboard; *s; )
+ {
+ unsigned int c;
+ s += ImTextCharFromUtf8(&c, s, NULL);
+ if (c == 0)
+ break;
+ if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
+ continue;
+ clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
+ }
+ clipboard_filtered[clipboard_filtered_len] = 0;
+ if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+ {
+ stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
+ edit_state.CursorFollow = true;
+ }
+ ImGui::MemFree(clipboard_filtered);
+ }
+ }
+ }
+
+ if (cancel_edit)
+ {
+ // Restore initial value
+ ImFormatString(buf, buf_size, "%s", edit_state.InitialText.Data);
+ value_changed = true;
+ }
+ else
+ {
+ // Apply new value immediately - copy modified buffer back
+ // Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer
+ // FIXME: We actually always render 'buf' in RenderTextScrolledClipped
+ // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks
+ edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
+ ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
+
+ // User callback
+ if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
+ {
+ IM_ASSERT(callback != NULL);
+
+ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+ ImGuiInputTextFlags event_flag = 0;
+ ImGuiKey event_key = ImGuiKey_COUNT;
+ if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackCompletion;
+ event_key = ImGuiKey_Tab;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_UpArrow;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_DownArrow;
+ }
+
+ if (event_key != ImGuiKey_COUNT || (flags & ImGuiInputTextFlags_CallbackAlways) != 0)
+ {
+ ImGuiTextEditCallbackData callback_data;
+ callback_data.EventFlag = event_flag;
+ callback_data.EventKey = event_key;
+ callback_data.Buf = edit_state.TempTextBuffer.Data;
+ callback_data.BufSize = edit_state.BufSizeA;
+ callback_data.BufDirty = false;
+ callback_data.Flags = flags;
+ callback_data.UserData = user_data;
+
+ // We have to convert from position from wchar to UTF-8 positions
+ ImWchar* text = edit_state.Text.Data;
+ const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
+ const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
+ const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
+
+ // Call user code
+ callback(&callback_data);
+
+ // Read back what user may have modified
+ IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data); // Invalid to modify those fields
+ IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
+ IM_ASSERT(callback_data.Flags == flags);
+ if (callback_data.CursorPos != utf8_cursor_pos) edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
+ if (callback_data.SelectionStart != utf8_selection_start) edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
+ if (callback_data.SelectionEnd != utf8_selection_end) edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
+ if (callback_data.BufDirty)
+ {
+ edit_state.CurLenW = ImTextStrFromUtf8(text, edit_state.Text.Size, edit_state.TempTextBuffer.Data, NULL);
+ edit_state.CurLenA = (int)strlen(edit_state.TempTextBuffer.Data);
+ edit_state.CursorAnimReset();
+ }
+ }
+ }
+
+ if (strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
+ {
+ ImFormatString(buf, buf_size, "%s", edit_state.TempTextBuffer.Data);
+ value_changed = true;
+ }
+ }
+ }
+
+ if (!is_multiline)
+ RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+ ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+
+ ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x + style.FramePadding.x*2.0f, frame_bb.Min.y + size.y + style.FramePadding.y*2.0f);
+ ImVec2 text_size(0.f, 0.f);
+ if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetID("#SCROLLY")))
+ {
+ edit_state.CursorAnim += g.IO.DeltaTime;
+
+ // We need to:
+ // - Display the text (this can be more easily clipped)
+ // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
+ // - Measure text height (for scrollbar)
+ // We are attempting to do most of that in one main pass to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+ const ImWchar* text_begin = edit_state.Text.Data;
+ const ImWchar* text_end = text_begin + edit_state.CurLenW;
+ ImVec2 cursor_offset, select_start_offset;
+
+ {
+ // Count lines + find lines numbers of cursor and select_start
+ int matches_remaining = 0;
+ int matches_line_no[2] = { -1, -999 };
+ const ImWchar* matches_ptr[2] = { NULL, NULL };
+ matches_ptr[0] = text_begin + edit_state.StbState.cursor; matches_remaining++;
+ if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+ {
+ matches_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+ matches_line_no[1] = -1;
+ matches_remaining++;
+ }
+ matches_remaining += is_multiline ? 1 : 0; // So that we never exit the loop until all lines are counted.
+
+ int line_count = 0;
+ for (const ImWchar* s = text_begin; s < text_end+1; s++)
+ if ((*s) == '\n' || s == text_end)
+ {
+ line_count++;
+ if (matches_line_no[0] == -1 && s >= matches_ptr[0]) { matches_line_no[0] = line_count; if (--matches_remaining <= 0) break; }
+ if (matches_line_no[1] == -1 && s >= matches_ptr[1]) { matches_line_no[1] = line_count; if (--matches_remaining <= 0) break; }
+ }
+
+ // Calculate 2d position
+ IM_ASSERT(matches_line_no[0] != -1);
+ cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(matches_ptr[0], text_begin), matches_ptr[0]).x;
+ cursor_offset.y = matches_line_no[0] * g.FontSize;
+ if (matches_line_no[1] >= 0)
+ {
+ select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(matches_ptr[1], text_begin), matches_ptr[1]).x;
+ select_start_offset.y = matches_line_no[1] * g.FontSize;
+ }
+
+ // Calculate text height
+ if (is_multiline)
+ text_size = ImVec2(size.x, line_count * g.FontSize);
+ }
+
+ // Scroll
+ if (edit_state.CursorFollow)
+ {
+ // Horizontal scroll in chunks of quarter width
+ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
+ {
+ const float scroll_increment_x = size.x * 0.25f;
+ if (cursor_offset.x < edit_state.ScrollX)
+ edit_state.ScrollX = ImMax(0.0f, cursor_offset.x - scroll_increment_x);
+ else if (cursor_offset.x - size.x >= edit_state.ScrollX)
+ edit_state.ScrollX = cursor_offset.x - size.x + scroll_increment_x;
+ }
+ else
+ {
+ edit_state.ScrollX = 0.0f;
+ }
+
+ // Vertical scroll
+ if (is_multiline)
+ {
+ float scroll_y = draw_window->ScrollY;
+ if (cursor_offset.y - g.FontSize < scroll_y)
+ scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+ else if (cursor_offset.y - size.y >= scroll_y)
+ scroll_y = cursor_offset.y - size.y;
+ draw_window->DC.CursorPos.y += (draw_window->ScrollY - scroll_y); // To avoid a frame of lag
+ draw_window->ScrollY = scroll_y;
+ render_pos.y = draw_window->DC.CursorPos.y;
+ }
+ }
+ edit_state.CursorFollow = false;
+ ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
+
+ // Draw selection
+ if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+ {
+ const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+ const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
+
+ float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+ float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+ ImU32 bg_color = draw_window->Color(ImGuiCol_TextSelectedBg);
+ ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
+ for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
+ {
+ if (rect_pos.y > clip_rect.w + g.FontSize)
+ break;
+ if (rect_pos.y < clip_rect.y)
+ {
+ while (p < text_selected_end)
+ if (*p++ == '\n')
+ break;
+ }
+ else
+ {
+ ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
+ if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
+ ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
+ rect.Clip(clip_rect);
+ if (rect.Overlaps(clip_rect))
+ draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
+ }
+ rect_pos.x = render_pos.x - render_scroll.x;
+ rect_pos.y += g.FontSize;
+ }
+ }
+
+ draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, draw_window->Color(ImGuiCol_Text), buf, buf+edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
+
+ // Draw blinking cursor
+ ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
+ bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
+ if (cursor_is_visible)
+ draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0.0f,-g.FontSize+0.5f), cursor_screen_pos + ImVec2(0.0f,-1.5f), window->Color(ImGuiCol_Text));
+
+ // Notify OS of text input position for advanced IME
+ if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_screen_pos) > 0.0001f)
+ io.ImeSetInputScreenPosFn((int)cursor_screen_pos.x - 1, (int)(cursor_screen_pos.y - g.FontSize)); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
+
+ edit_state.InputCursorScreenPos = cursor_screen_pos;
+ }
+ else
+ {
+ // Render text only
+ const char* buf_end = NULL;
+ if (is_multiline)
+ text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf, &buf_end) * g.FontSize); // We don't need width
+ draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, draw_window->Color(ImGuiCol_Text), buf, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
+ }
+
+ if (is_multiline)
+ {
+ ImGui::Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
+ ImGui::EndChildFrame();
+ ImGui::EndGroup();
+ }
+
+ // Log as text
+ if (g.LogEnabled)
+ LogRenderedText(render_pos, buf, NULL);
+
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
+ return enter_pressed;
+ else
+ return value_changed;
+}
+
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+ IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
+ bool ret = InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
+ return ret;
+}
+
+bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+ bool ret = InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
+ return ret;
+}
+
+// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
+bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float w = ImGui::CalcItemWidth();
+ const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
+ if (step_ptr)
+ ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
+
+ char buf[64];
+ DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
+
+ bool value_changed = false;
+ if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))
+ extra_flags |= ImGuiInputTextFlags_CharsDecimal;
+ extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
+ if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
+ {
+ DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
+ value_changed = true;
+ }
+
+ // Step buttons
+ if (step_ptr)
+ {
+ ImGui::PopItemWidth();
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+ {
+ DataTypeApplyOp(data_type, '-', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+ value_changed = true;
+ }
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+ {
+ DataTypeApplyOp(data_type, '+', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+ value_changed = true;
+ }
+ }
+ ImGui::PopID();
+
+ if (label_size.x > 0)
+ {
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
+ ItemSize(label_size, style.FramePadding.y);
+ }
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+ char display_format[16];
+ if (decimal_precision < 0)
+ strcpy(display_format, "%f"); // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1
+ else
+ ImFormatString(display_format, 16, "%%%df", decimal_precision);
+ return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags);
+}
+
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
+{
+ // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
+ const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+ return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), scalar_format, extra_flags);
+}
+
+bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::InputFloat("##v", &v[i], 0, 0, decimal_precision, extra_flags);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+ return InputFloatN(label, v, 2, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+ return InputFloatN(label, v, 3, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+ return InputFloatN(label, v, 4, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ bool value_changed = false;
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+ PushMultiItemsWidths(components);
+ for (int i = 0; i < components; i++)
+ {
+ ImGui::PushID(i);
+ value_changed |= ImGui::InputInt("##v", &v[i], 0, 0, extra_flags);
+ ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
+ ImGui::PopID();
+ ImGui::PopItemWidth();
+ }
+ ImGui::PopID();
+
+ window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
+{
+ return InputIntN(label, v, 2, extra_flags);
+}
+
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
+{
+ return InputIntN(label, v, 3, extra_flags);
+}
+
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
+{
+ return InputIntN(label, v, 4, extra_flags);
+}
+
+static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
+{
+ const char** items = (const char**)data;
+ if (out_text)
+ *out_text = items[idx];
+ return true;
+}
+
+static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
+{
+ // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
+ const char* items_separated_by_zeros = (const char*)data;
+ int items_count = 0;
+ const char* p = items_separated_by_zeros;
+ while (*p)
+ {
+ if (idx == items_count)
+ break;
+ p += strlen(p) + 1;
+ items_count++;
+ }
+ if (!*p)
+ return false;
+ if (out_text)
+ *out_text = p;
+ return true;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items)
+{
+ const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
+ return value_changed;
+}
+
+// Combo box helper allowing to pass all items in a single string.
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+{
+ int items_count = 0;
+ const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
+ while (*p)
+ {
+ p += strlen(p) + 1;
+ items_count++;
+ }
+ bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
+ return value_changed;
+}
+
+// Combo box function.
+bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w = ImGui::CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, &id))
+ return false;
+
+ const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
+ const bool hovered = IsHovered(frame_bb, id);
+
+ const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
+ RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+ RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
+ RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
+
+ if (*current_item >= 0 && *current_item < items_count)
+ {
+ const char* item_text;
+ if (items_getter(data, *current_item, &item_text))
+ RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL);
+ }
+
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ bool menu_toggled = false;
+ if (hovered)
+ {
+ g.HoveredId = id;
+ if (g.IO.MouseClicked[0])
+ {
+ SetActiveID(0);
+ if (IsPopupOpen(id))
+ {
+ ClosePopup(id);
+ }
+ else
+ {
+ FocusWindow(window);
+ ImGui::OpenPopup(label);
+ menu_toggled = true;
+ }
+ }
+ }
+
+ bool value_changed = false;
+ if (IsPopupOpen(id))
+ {
+ // Size default to hold ~7 items
+ if (height_in_items < 0)
+ height_in_items = 7;
+
+ float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
+ ImRect popup_rect(ImVec2(frame_bb.Min.x, frame_bb.Max.y), ImVec2(frame_bb.Max.x, frame_bb.Max.y + popup_height));
+ popup_rect.Max.y = ImMin(popup_rect.Max.y, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); // Adhoc height limit for Combo. Ideally should be handled in Begin() along with other popups size, we want to have the possibility of moving the popup above as well.
+ ImGui::SetNextWindowPos(popup_rect.Min);
+ ImGui::SetNextWindowSize(popup_rect.GetSize());
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+
+ const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
+ if (BeginPopupEx(label, flags))
+ {
+ // Display items
+ ImGui::Spacing();
+ for (int i = 0; i < items_count; i++)
+ {
+ ImGui::PushID((void*)(intptr_t)i);
+ const bool item_selected = (i == *current_item);
+ const char* item_text;
+ if (!items_getter(data, i, &item_text))
+ item_text = "*Unknown item*";
+ if (ImGui::Selectable(item_text, item_selected))
+ {
+ SetActiveID(0);
+ value_changed = true;
+ *current_item = i;
+ }
+ if (item_selected && menu_toggled)
+ ImGui::SetScrollHere();
+ ImGui::PopID();
+ }
+ ImGui::EndPopup();
+ }
+ ImGui::PopStyleVar();
+ }
+ return value_changed;
+}
+
+// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.
+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+ PopClipRect();
+
+ ImGuiID id = window->GetID(label);
+ ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+ ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
+ ImVec2 pos = window->DC.CursorPos;
+ pos.y += window->DC.CurrentLineTextBaseOffset;
+ ImRect bb(pos, pos + size);
+ ItemSize(bb);
+
+ // Fill horizontal space.
+ ImVec2 window_padding = window->WindowPadding;
+ float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x;
+ float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
+ ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
+ ImRect bb_with_spacing(pos, pos + size_draw);
+ if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
+ bb_with_spacing.Max.x += window_padding.x;
+
+ // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
+ float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
+ float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
+ float spacing_R = style.ItemSpacing.x - spacing_L;
+ float spacing_D = style.ItemSpacing.y - spacing_U;
+ bb_with_spacing.Min.x -= spacing_L;
+ bb_with_spacing.Min.y -= spacing_U;
+ bb_with_spacing.Max.x += spacing_R;
+ bb_with_spacing.Max.y += spacing_D;
+ if (!ItemAdd(bb_with_spacing, &id))
+ {
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+ PushColumnClipRect();
+ return false;
+ }
+
+ ImGuiButtonFlags button_flags = 0;
+ if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick;
+ if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnClick|ImGuiButtonFlags_PressedOnRelease;
+ if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true, button_flags);
+ if (flags & ImGuiSelectableFlags_Disabled)
+ selected = false;
+
+ // Render
+ if (hovered || selected)
+ {
+ const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
+ }
+
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+ {
+ PushColumnClipRect();
+ bb_with_spacing.Max.x -= (ImGui::GetContentRegionMax().x - max_x);
+ }
+
+ if (flags & ImGuiSelectableFlags_Disabled) ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+ RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size);
+ if (flags & ImGuiSelectableFlags_Disabled) ImGui::PopStyleColor();
+
+ // Automatically close popups
+ if (pressed && !(flags & ImGuiSelectableFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+ ImGui::CloseCurrentPopup();
+ return pressed;
+}
+
+bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+ if (ImGui::Selectable(label, *p_selected, flags, size_arg))
+ {
+ *p_selected = !*p_selected;
+ return true;
+ }
+ return false;
+}
+
+// Helper to calculate the size of a listbox and display a label on the right.
+// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
+bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiStyle& style = ImGui::GetStyle();
+ const ImGuiID id = ImGui::GetID(label);
+ const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+
+ // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+ ImVec2 size = CalcItemSize(size_arg, ImGui::CalcItemWidth() + style.FramePadding.x * 2.0f, ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
+ ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
+ ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+ ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+ window->DC.LastItemRect = bb;
+
+ ImGui::BeginGroup();
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ ImGui::BeginChildFrame(id, frame_bb.GetSize());
+ return true;
+}
+
+bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
+{
+ // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+ // However we don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
+ // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
+ if (height_in_items < 0)
+ height_in_items = ImMin(items_count, 7);
+ float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
+
+ // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
+ ImVec2 size;
+ size.x = 0.0f;
+ size.y = ImGui::GetTextLineHeightWithSpacing() * height_in_items_f + ImGui::GetStyle().ItemSpacing.y;
+ return ImGui::ListBoxHeader(label, size);
+}
+
+void ImGui::ListBoxFooter()
+{
+ ImGuiWindow* parent_window = GetParentWindow();
+ const ImRect bb = parent_window->DC.LastItemRect;
+ const ImGuiStyle& style = ImGui::GetStyle();
+
+ ImGui::EndChildFrame();
+
+ // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
+ // We call SameLine() to restore DC.CurrentLine* data
+ ImGui::SameLine();
+ parent_window->DC.CursorPos = bb.Min;
+ ItemSize(bb, style.FramePadding.y);
+ ImGui::EndGroup();
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, const char** items, int items_count, int height_items)
+{
+ const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
+ return value_changed;
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
+{
+ if (!ImGui::ListBoxHeader(label, items_count, height_in_items))
+ return false;
+
+ // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
+ bool value_changed = false;
+ ImGuiListClipper clipper(items_count, ImGui::GetTextLineHeightWithSpacing());
+ for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+ {
+ const bool item_selected = (i == *current_item);
+ const char* item_text;
+ if (!items_getter(data, i, &item_text))
+ item_text = "*Unknown item*";
+
+ ImGui::PushID(i);
+ if (ImGui::Selectable(item_text, item_selected))
+ {
+ *current_item = i;
+ value_changed = true;
+ }
+ ImGui::PopID();
+ }
+ clipper.End();
+ ImGui::ListBoxFooter();
+ return value_changed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ ImVec2 pos = window->DC.CursorPos;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
+ float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
+ float extra_w = ImMax(0.0f, ImGui::GetContentRegionAvail().x - w);
+
+ bool pressed = ImGui::Selectable(label, false, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+ if (shortcut_size.x > 0.0f)
+ {
+ ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+ RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
+ ImGui::PopStyleColor();
+ }
+
+ if (selected)
+ RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), window->Color(ImGuiCol_Text));
+
+ return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+ if (ImGui::MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
+ {
+ if (p_selected)
+ *p_selected = !*p_selected;
+ return true;
+ }
+ return false;
+}
+
+bool ImGui::BeginMainMenuBar()
+{
+ ImGuiState& g = *GImGui;
+ ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
+ ImGui::SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
+ if (!ImGui::Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar)
+ || !ImGui::BeginMenuBar())
+ {
+ ImGui::End();
+ ImGui::PopStyleVar(2);
+ return false;
+ }
+ g.CurrentWindow->DC.MenuBarOffsetX += g.Style.DisplaySafeAreaPadding.x;
+ return true;
+}
+
+void ImGui::EndMainMenuBar()
+{
+ ImGui::EndMenuBar();
+ ImGui::End();
+ ImGui::PopStyleVar(2);
+}
+
+bool ImGui::BeginMenuBar()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+ if (!(window->Flags & ImGuiWindowFlags_MenuBar))
+ return false;
+
+ IM_ASSERT(!window->DC.MenuBarAppending);
+ ImGui::BeginGroup(); // Save position
+ ImGui::PushID("##menubar");
+ ImRect rect = window->MenuBarRect();
+ PushClipRect(ImVec4(rect.Min.x+0.5f, rect.Min.y-0.5f, rect.Max.x+0.5f, rect.Max.y-1.5f), false);
+ window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
+ window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+ window->DC.MenuBarAppending = true;
+ ImGui::AlignFirstTextHeightToWidgets();
+ return true;
+}
+
+void ImGui::EndMenuBar()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+ IM_ASSERT(window->DC.MenuBarAppending);
+ PopClipRect();
+ ImGui::PopID();
+ window->DC.MenuBarOffsetX = window->DC.CursorPos.x - window->MenuBarRect().Min.x;
+ window->DC.GroupStack.back().AdvanceCursor = false;
+ ImGui::EndGroup();
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.MenuBarAppending = false;
+}
+
+bool ImGui::BeginMenu(const char* label, bool enabled)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImGuiWindow* backed_focused_window = g.FocusedWindow;
+
+ bool pressed;
+ bool opened = IsPopupOpen(id);
+ bool menuset_opened = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##menus"));
+ if (menuset_opened)
+ g.FocusedWindow = window;
+
+ ImVec2 popup_pos, pos = window->DC.CursorPos;
+ if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ {
+ popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
+ window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
+ float w = label_size.x;
+ pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+ ImGui::PopStyleVar();
+ ImGui::SameLine();
+ window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+ }
+ else
+ {
+ popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
+ float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
+ float extra_w = ImMax(0.0f, ImGui::GetContentRegionAvail().x - w);
+ pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+ if (!enabled) ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+ RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false);
+ if (!enabled) ImGui::PopStyleColor();
+ }
+
+ bool hovered = enabled && IsHovered(window->DC.LastItemRect, id);
+ if (menuset_opened)
+ g.FocusedWindow = backed_focused_window;
+
+ bool want_open = false, want_close = false;
+ if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+ {
+ // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers so menus feel more reactive.
+ bool moving_within_opened_triangle = false;
+ if (g.HoveredWindow == window && g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].ParentWindow == window)
+ {
+ if (ImGuiWindow* next_window = g.OpenedPopupStack[g.CurrentPopupStack.Size].Window)
+ {
+ ImRect next_window_rect = next_window->Rect();
+ ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
+ ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
+ ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
+ float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
+ ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
+ tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus
+ tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
+ moving_within_opened_triangle = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
+ //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 0x80008000 : 0x80000080); window->DrawList->PopClipRect(); // Debug
+ }
+ }
+
+ want_close = (opened && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
+ want_open = (!opened && hovered && !moving_within_opened_triangle) || (!opened && hovered && pressed);
+ }
+ else if (opened && pressed && menuset_opened) // menu-bar: click open menu to close
+ {
+ want_close = true;
+ want_open = opened = false;
+ }
+ else if (pressed || (hovered && menuset_opened && !opened)) // menu-bar: first click to open, then hover to open others
+ want_open = true;
+
+ if (want_close && IsPopupOpen(id))
+ ClosePopupToLevel(GImGui->CurrentPopupStack.Size);
+
+ if (!opened && want_open && g.OpenedPopupStack.Size > g.CurrentPopupStack.Size)
+ {
+ // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
+ ImGui::OpenPopup(label);
+ return false;
+ }
+
+ opened |= want_open;
+ if (want_open)
+ ImGui::OpenPopup(label);
+
+ if (opened)
+ {
+ ImGui::SetNextWindowPos(popup_pos, ImGuiSetCond_Always);
+ ImGuiWindowFlags flags = ImGuiWindowFlags_ShowBorders | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
+ opened = BeginPopupEx(label, flags); // opened can be 'false' when the popup is completely clipped (e.g. zero size display)
+ }
+
+ return opened;
+}
+
+void ImGui::EndMenu()
+{
+ ImGui::EndPopup();
+}
+
+// A little colored square. Return true when clicked.
+bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_border)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID("#colorbutton");
+ const float square_size = g.FontSize;
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.y*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
+ ItemSize(bb, small_height ? 0.0f : style.FramePadding.y);
+ if (!ItemAdd(bb, &id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
+ RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border, style.FrameRounding);
+
+ if (hovered)
+ {
+ int ix = (int)(col.x * 255.0f + 0.5f);
+ int iy = (int)(col.y * 255.0f + 0.5f);
+ int iz = (int)(col.z * 255.0f + 0.5f);
+ int iw = (int)(col.w * 255.0f + 0.5f);
+ ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, ix, iy, iz, iw);
+ }
+
+ return pressed;
+}
+
+bool ImGui::ColorEdit3(const char* label, float col[3])
+{
+ float col4[4];
+ col4[0] = col[0];
+ col4[1] = col[1];
+ col4[2] = col[2];
+ col4[3] = 1.0f;
+ const bool value_changed = ImGui::ColorEdit4(label, col4, false);
+ col[0] = col4[0];
+ col[1] = col4[1];
+ col[2] = col4[2];
+ return value_changed;
+}
+
+// Edit colors components (each component in 0.0f..1.0f range
+// Use CTRL-Click to input value and TAB to go to next item.
+bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiState& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w_full = ImGui::CalcItemWidth();
+ const float square_sz = (g.FontSize + style.FramePadding.y * 2.0f);
+
+ ImGuiColorEditMode edit_mode = window->DC.ColorEditMode;
+ if (edit_mode == ImGuiColorEditMode_UserSelect || edit_mode == ImGuiColorEditMode_UserSelectShowButton)
+ edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
+
+ float f[4] = { col[0], col[1], col[2], col[3] };
+
+ if (edit_mode == ImGuiColorEditMode_HSV)
+ ImGui::ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+ int i[4] = { (int)(f[0] * 255.0f + 0.5f), (int)(f[1] * 255.0f + 0.5f), (int)(f[2] * 255.0f + 0.5f), (int)(f[3] * 255.0f + 0.5f) };
+
+ int components = alpha ? 4 : 3;
+ bool value_changed = false;
+
+ ImGui::BeginGroup();
+ ImGui::PushID(label);
+
+ const bool hsv = (edit_mode == 1);
+ switch (edit_mode)
+ {
+ case ImGuiColorEditMode_RGB:
+ case ImGuiColorEditMode_HSV:
+ {
+ // RGB/HSV 0..255 Sliders
+ const float w_items_all = w_full - (square_sz + style.ItemInnerSpacing.x);
+ const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+ const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
+
+ const bool hide_prefix = (w_item_one <= CalcTextSize("M:999").x);
+ const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
+ const char* fmt_table[3][4] =
+ {
+ { "%3.0f", "%3.0f", "%3.0f", "%3.0f" },
+ { "R:%3.0f", "G:%3.0f", "B:%3.0f", "A:%3.0f" },
+ { "H:%3.0f", "S:%3.0f", "V:%3.0f", "A:%3.0f" }
+ };
+ const char** fmt = hide_prefix ? fmt_table[0] : hsv ? fmt_table[2] : fmt_table[1];
+
+ ImGui::PushItemWidth(w_item_one);
+ for (int n = 0; n < components; n++)
+ {
+ if (n > 0)
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ if (n + 1 == components)
+ ImGui::PushItemWidth(w_item_last);
+ value_changed |= ImGui::DragInt(ids[n], &i[n], 1.0f, 0, 255, fmt[n]);
+ }
+ ImGui::PopItemWidth();
+ ImGui::PopItemWidth();
+ }
+ break;
+ case ImGuiColorEditMode_HEX:
+ {
+ // RGB Hexadecimal Input
+ const float w_slider_all = w_full - square_sz;
+ char buf[64];
+ if (alpha)
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", i[0], i[1], i[2], i[3]);
+ else
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", i[0], i[1], i[2]);
+ ImGui::PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
+ value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+ ImGui::PopItemWidth();
+ char* p = buf;
+ while (*p == '#' || ImCharIsSpace(*p))
+ p++;
+
+ // Treat at unsigned (%X is unsigned)
+ i[0] = i[1] = i[2] = i[3] = 0;
+ if (alpha)
+ sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]);
+ else
+ sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ }
+ break;
+ }
+
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+
+ const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
+ if (ImGui::ColorButton(col_display))
+ g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
+
+ if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
+ {
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ const char* button_titles[3] = { "RGB", "HSV", "HEX" };
+ if (ButtonEx(button_titles[edit_mode], ImVec2(0,0), ImGuiButtonFlags_DontClosePopups))
+ g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
+ ImGui::SameLine();
+ }
+ else
+ {
+ ImGui::SameLine(0, style.ItemInnerSpacing.x);
+ }
+
+ ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+
+ // Convert back
+ for (int n = 0; n < 4; n++)
+ f[n] = i[n] / 255.0f;
+ if (edit_mode == 1)
+ ImGui::ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+ if (value_changed)
+ {
+ col[0] = f[0];
+ col[1] = f[1];
+ col[2] = f[2];
+ if (alpha)
+ col[3] = f[3];
+ }
+
+ ImGui::PopID();
+ ImGui::EndGroup();
+
+ return value_changed;
+}
+
+void ImGui::ColorEditMode(ImGuiColorEditMode mode)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ColorEditMode = mode;
+}
+
+// Horizontal separating line.
+void ImGui::Separator()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ if (window->DC.ColumnsCount > 1)
+ PopClipRect();
+
+ float x1 = window->Pos.x;
+ float x2 = window->Pos.x + window->Size.x;
+ if (!window->DC.GroupStack.empty())
+ x1 += window->DC.ColumnsStartX;
+
+ const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y));
+ ItemSize(ImVec2(0.0f, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
+ if (!ItemAdd(bb, NULL))
+ {
+ if (window->DC.ColumnsCount > 1)
+ PushColumnClipRect();
+ return;
+ }
+
+ window->DrawList->AddLine(bb.Min, bb.Max, window->Color(ImGuiCol_Border));
+
+ ImGuiState& g = *GImGui;
+ if (g.LogEnabled)
+ ImGui::LogText(IM_NEWLINE "--------------------------------");
+
+ if (window->DC.ColumnsCount > 1)
+ {
+ PushColumnClipRect();
+ window->DC.ColumnsCellMinY = window->DC.CursorPos.y;
+ }
+}
+
+void ImGui::Spacing()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+ ItemSize(ImVec2(0,0));
+}
+
+void ImGui::Dummy(const ImVec2& size)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+ ItemSize(size);
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+void ImGui::BeginGroup()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+
+ window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
+ group_data.BackupCursorPos = window->DC.CursorPos;
+ group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+ group_data.BackupColumnsStartX = window->DC.ColumnsStartX;
+ group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
+ group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
+ group_data.BackupLogLinePosY = window->DC.LogLinePosY;
+ group_data.AdvanceCursor = true;
+
+ window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x;
+ window->DC.CursorMaxPos = window->DC.CursorPos;
+ window->DC.CurrentLineHeight = 0.0f;
+ window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+}
+
+void ImGui::EndGroup()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGuiStyle& style = ImGui::GetStyle();
+
+ IM_ASSERT(!window->DC.GroupStack.empty());
+
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
+
+ ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
+ group_bb.Max.y -= style.ItemSpacing.y; // Cancel out last vertical spacing because we are adding one ourselves.
+ group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
+
+ window->DC.CursorPos = group_data.BackupCursorPos;
+ window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
+ window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
+ window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
+ window->DC.ColumnsStartX = group_data.BackupColumnsStartX;
+ window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+
+ if (group_data.AdvanceCursor)
+ {
+ window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+ ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
+ ItemAdd(group_bb, NULL);
+ }
+
+ window->DC.GroupStack.pop_back();
+
+ //window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF); // Debug
+}
+
+// Gets back to previous line and continue with horizontal layout
+// pos_x == 0 : follow on previous item
+// pos_x != 0 : align to specified column
+// spacing_w < 0 : use default spacing if column_x==0, no spacing if column_x!=0
+// spacing_w >= 0 : enforce spacing
+void ImGui::SameLine(float pos_x, float spacing_w)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ float x, y;
+ if (pos_x != 0.0f)
+ {
+ if (spacing_w < 0.0f) spacing_w = 0.0f;
+ x = window->Pos.x + pos_x + spacing_w;
+ y = window->DC.CursorPosPrevLine.y;
+ }
+ else
+ {
+ if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
+ x = window->DC.CursorPosPrevLine.x + spacing_w;
+ y = window->DC.CursorPosPrevLine.y;
+ }
+ window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
+ window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+ window->DC.CursorPos = ImVec2(x, y);
+}
+
+void ImGui::NextColumn()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiState& g = *GImGui;
+ if (window->DC.ColumnsCount > 1)
+ {
+ ImGui::PopItemWidth();
+ PopClipRect();
+
+ window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
+ if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
+ {
+ window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
+ window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
+ }
+ else
+ {
+ window->DC.ColumnsCurrent = 0;
+ window->DC.ColumnsOffsetX = 0.0f;
+ window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
+ window->DrawList->ChannelsSetCurrent(0);
+ }
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
+ window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
+ window->DC.CurrentLineHeight = 0.0f;
+ window->DC.CurrentLineTextBaseOffset = 0.0f;
+
+ PushColumnClipRect();
+ ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f); // FIXME
+ }
+}
+
+int ImGui::GetColumnIndex()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.ColumnsCurrent;
+}
+
+int ImGui::GetColumnsCount()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DC.ColumnsCount;
+}
+
+static float GetDraggedColumnOffset(int column_index)
+{
+ // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
+ // window creates a feedback loop because we store normalized positions/ So while dragging we enforce absolute positioning
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
+ IM_ASSERT(g.ActiveId == window->DC.ColumnsSetID + ImGuiID(column_index));
+
+ float x = g.IO.MousePos.x + g.ActiveClickDeltaToCenter.x - window->Pos.x;
+ x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
+
+ return (float)(int)x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (column_index < 0)
+ column_index = window->DC.ColumnsCurrent;
+
+ if (g.ActiveId)
+ {
+ const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+ if (g.ActiveId == column_id)
+ return GetDraggedColumnOffset(column_index);
+ }
+
+ // Read from cache
+ IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
+ const float t = window->DC.ColumnsOffsetsT[column_index];
+
+ const float min_x = window->DC.ColumnsStartX;
+ const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarWidth);// - window->WindowPadding().x;
+ const float x = min_x + t * (max_x - min_x);
+ return (float)(int)x;
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (column_index < 0)
+ column_index = window->DC.ColumnsCurrent;
+
+ IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
+ const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+
+ const float min_x = window->DC.ColumnsStartX;
+ const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarWidth);// - window->WindowPadding().x;
+ const float t = (offset - min_x) / (max_x - min_x);
+ window->DC.StateStorage->SetFloat(column_id, t);
+ window->DC.ColumnsOffsetsT[column_index] = t;
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (column_index < 0)
+ column_index = window->DC.ColumnsCurrent;
+
+ const float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
+ return w;
+}
+
+static void PushColumnClipRect(int column_index)
+{
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ if (column_index < 0)
+ column_index = window->DC.ColumnsCurrent;
+
+ const float x1 = window->Pos.x + ImGui::GetColumnOffset(column_index) - 1;
+ const float x2 = window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1;
+ PushClipRect(ImVec4(x1,-FLT_MAX,x2,+FLT_MAX));
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ if (window->DC.ColumnsCount != 1)
+ {
+ if (window->DC.ColumnsCurrent != 0)
+ ItemSize(ImVec2(0,0)); // Advance to column 0
+ ImGui::PopItemWidth();
+ PopClipRect();
+ window->DrawList->ChannelsMerge(window->DC.ColumnsCount);
+
+ window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
+ window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
+ }
+
+ // Draw columns borders and handle resize at the time of "closing" a columns set
+ if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
+ {
+ const float y1 = window->DC.ColumnsStartPos.y;
+ const float y2 = window->DC.CursorPos.y;
+ for (int i = 1; i < window->DC.ColumnsCount; i++)
+ {
+ float x = window->Pos.x + GetColumnOffset(i);
+ const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(i);
+ const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2));
+ if (IsClippedEx(column_rect, &column_id, false))
+ continue;
+
+ bool hovered, held;
+ ButtonBehavior(column_rect, column_id, &hovered, &held, true);
+ if (hovered || held)
+ g.MouseCursor = ImGuiMouseCursor_ResizeEW;
+
+ // Draw before resize so our items positioning are in sync with the line being drawn
+ const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
+ const float xi = (float)(int)x;
+ window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
+
+ if (held)
+ {
+ if (g.ActiveIdIsJustActivated)
+ g.ActiveClickDeltaToCenter.x = x - g.IO.MousePos.x;
+
+ x = GetDraggedColumnOffset(i);
+ SetColumnOffset(i, x);
+ }
+ }
+ }
+
+ // Set state for first column
+ ImGui::PushID(0x11223344); // Differentiate column ID with an arbitrary/random prefix for cases where users name their columns set the same as another non-scope widget
+ window->DC.ColumnsSetID = window->GetID(id ? id : "");
+ ImGui::PopID();
+ window->DC.ColumnsCurrent = 0;
+ window->DC.ColumnsCount = columns_count;
+ window->DC.ColumnsShowBorders = border;
+ window->DC.ColumnsStartPos = window->DC.CursorPos;
+ window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
+ window->DC.ColumnsOffsetX = 0.0f;
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
+
+ if (window->DC.ColumnsCount != 1)
+ {
+ // Cache column offsets
+ window->DC.ColumnsOffsetsT.resize(columns_count + 1);
+ for (int column_index = 0; column_index < columns_count + 1; column_index++)
+ {
+ const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+ KeepAliveID(column_id);
+ const float default_t = column_index / (float)window->DC.ColumnsCount;
+ const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
+ window->DC.ColumnsOffsetsT[column_index] = t;
+ }
+ window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
+ PushColumnClipRect();
+ ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
+ }
+ else
+ {
+ window->DC.ColumnsOffsetsT.resize(2);
+ window->DC.ColumnsOffsetsT[0] = 0.0f;
+ window->DC.ColumnsOffsetsT[1] = 1.0f;
+ }
+}
+
+void ImGui::Indent()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ColumnsStartX += g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::Unindent()
+{
+ ImGuiState& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ColumnsStartX -= g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGui::Indent();
+ window->DC.TreeDepth++;
+ PushID(str_id ? str_id : "#TreePush");
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGui::Indent();
+ window->DC.TreeDepth++;
+ PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
+}
+
+void ImGui::TreePop()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGui::Unindent();
+ window->DC.TreeDepth--;
+ PopID();
+}
+
+void ImGui::Value(const char* prefix, bool b)
+{
+ ImGui::Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+ ImGui::Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+ ImGui::Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+ if (float_format)
+ {
+ char fmt[64];
+ ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
+ ImGui::Text(fmt, prefix, v);
+ }
+ else
+ {
+ ImGui::Text("%s: %.3f", prefix, v);
+ }
+}
+
+void ImGui::Color(const char* prefix, const ImVec4& v)
+{
+ ImGui::Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w);
+ ImGui::SameLine();
+ ImGui::ColorButton(v, true);
+}
+
+void ImGui::Color(const char* prefix, unsigned int v)
+{
+ ImGui::Text("%s: %08X", prefix, v);
+ ImGui::SameLine();
+
+ ImVec4 col;
+ col.x = (float)((v >> 0) & 0xFF) / 255.0f;
+ col.y = (float)((v >> 8) & 0xFF) / 255.0f;
+ col.z = (float)((v >> 16) & 0xFF) / 255.0f;
+ col.w = (float)((v >> 24) & 0xFF) / 255.0f;
+ ImGui::ColorButton(col, true);
+}
+
+//-----------------------------------------------------------------------------
+// PLATFORM DEPENDANT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)
+
+#ifndef _WINDOWS_
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#endif
+#pragma comment(lib, "user32")
+
+// Win32 API clipboard implementation
+static const char* GetClipboardTextFn_DefaultImpl()
+{
+ static char* buf_local = NULL;
+ if (buf_local)
+ {
+ ImGui::MemFree(buf_local);
+ buf_local = NULL;
+ }
+ if (!OpenClipboard(NULL))
+ return NULL;
+ HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
+ if (wbuf_handle == NULL)
+ return NULL;
+ if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
+ {
+ int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
+ buf_local = (char*)ImGui::MemAlloc(buf_len * sizeof(char));
+ ImTextStrToUtf8(buf_local, buf_len, wbuf_global, NULL);
+ }
+ GlobalUnlock(wbuf_handle);
+ CloseClipboard();
+ return buf_local;
+}
+
+// Win32 API clipboard implementation
+static void SetClipboardTextFn_DefaultImpl(const char* text)
+{
+ if (!OpenClipboard(NULL))
+ return;
+
+ const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
+ HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
+ if (wbuf_handle == NULL)
+ return;
+ ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);
+ ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
+ GlobalUnlock(wbuf_handle);
+ EmptyClipboard();
+ SetClipboardData(CF_UNICODETEXT, wbuf_handle);
+ CloseClipboard();
+}
+
+#else
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static const char* GetClipboardTextFn_DefaultImpl()
+{
+ return GImGui->PrivateClipboard;
+}
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static void SetClipboardTextFn_DefaultImpl(const char* text)
+{
+ ImGuiState& g = *GImGui;
+ if (g.PrivateClipboard)
+ {
+ ImGui::MemFree(g.PrivateClipboard);
+ g.PrivateClipboard = NULL;
+ }
+ const char* text_end = text + strlen(text);
+ g.PrivateClipboard = (char*)ImGui::MemAlloc((size_t)(text_end - text) + 1);
+ memcpy(g.PrivateClipboard, text, (size_t)(text_end - text));
+ g.PrivateClipboard[(int)(text_end - text)] = 0;
+}
+
+#endif
+
+#if defined(_MSC_VER) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)
+
+#ifndef _WINDOWS_
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#endif
+#include <Imm.h>
+#pragma comment(lib, "imm32")
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
+{
+ // Notify OS Input Method Editor of text input position
+ if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
+ if (HIMC himc = ImmGetContext(hwnd))
+ {
+ COMPOSITIONFORM cf;
+ cf.ptCurrentPos.x = x;
+ cf.ptCurrentPos.y = y;
+ cf.dwStyle = CFS_FORCE_POSITION;
+ ImmSetCompositionWindow(himc, &cf);
+ }
+}
+
+#else
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// HELP
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowMetricsWindow(bool* opened)
+{
+ if (ImGui::Begin("ImGui Metrics", opened))
+ {
+ ImGui::Text("ImGui %s", ImGui::GetVersion());
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::Text("%d vertices, %d triangles", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices / 3);
+ ImGui::Text("%d allocations", ImGui::GetIO().MetricsAllocs);
+ static bool show_clip_rects = true;
+ ImGui::Checkbox("Show clipping rectangles when hovering ImDrawList", &show_clip_rects);
+ ImGui::Separator();
+
+ struct Funcs
+ {
+ static void NodeDrawList(ImDrawList* draw_list, const char* label)
+ {
+ bool node_opened = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
+ if (draw_list == ImGui::GetWindowDrawList())
+ {
+ ImGui::SameLine();
+ ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+ }
+ if (!node_opened)
+ return;
+
+ int elem_offset = 0;
+ for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
+ {
+ if (pcmd->UserCallback)
+ ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+ else
+ {
+ ImGui::BulletText("Draw %d indexed vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+ if (show_clip_rects && ImGui::IsItemHovered())
+ {
+ ImRect clip_rect = pcmd->ClipRect;
+ ImRect vtxs_rect;
+ for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
+ vtxs_rect.Add(draw_list->VtxBuffer[draw_list->IdxBuffer[i]].pos);
+ GImGui->OverlayDrawList.PushClipRectFullScreen();
+ clip_rect.Round(); GImGui->OverlayDrawList.AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
+ vtxs_rect.Round(); GImGui->OverlayDrawList.AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
+ GImGui->OverlayDrawList.PopClipRect();
+ }
+ }
+ }
+ ImGui::TreePop();
+ }
+
+ static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+ {
+ if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
+ return;
+ for (int i = 0; i < windows.Size; i++)
+ Funcs::NodeWindow(windows[i], "Window");
+ ImGui::TreePop();
+ }
+
+ static void NodeWindow(ImGuiWindow* window, const char* label)
+ {
+ if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
+ return;
+ NodeDrawList(window->DrawList, "DrawList");
+ if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+ if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
+ ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * sizeof(ImGuiStorage::Pair));
+ ImGui::TreePop();
+ }
+ };
+
+ ImGuiState& g = *GImGui; // Access private state
+ g.DisableHideTextAfterDoubleHash++; // Not exposed (yet). Disable processing that hides text after '##' markers.
+ Funcs::NodeWindows(g.Windows, "Windows");
+ if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size))
+ {
+ for (int i = 0; i < g.RenderDrawLists[0].Size; i++)
+ Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList");
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("Popups", "Opened Popups Stack (%d)", g.OpenedPopupStack.Size))
+ {
+ for (int i = 0; i < g.OpenedPopupStack.Size; i++)
+ {
+ ImGuiWindow* window = g.OpenedPopupStack[i].Window;
+ ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenedPopupStack[i].PopupID, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
+ }
+ ImGui::TreePop();
+ }
+ g.DisableHideTextAfterDoubleHash--;
+ }
+ ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+
+//---- Include imgui_user.inl at the end of imgui.cpp
+//---- So you can include code that extends ImGui using its private data/functions.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------
diff --git a/samples/D3D12/external/imgui/imgui.h b/samples/D3D12/external/imgui/imgui.h
new file mode 100644
index 0000000..f958c85
--- /dev/null
+++ b/samples/D3D12/external/imgui/imgui.h
@@ -0,0 +1,1250 @@
+// ImGui library v1.44
+// Headers
+
+// See imgui.cpp file for documentation.
+// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+
+#pragma once
+
+#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
+#include "imconfig.h" // User-editable configuration file
+#endif
+#include <float.h> // FLT_MAX
+#include <stdarg.h> // va_list
+#include <stddef.h> // ptrdiff_t, NULL
+#include <stdlib.h> // NULL, malloc, free, qsort, atoi
+#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+#define IMGUI_VERSION "1.44"
+
+// Define assertion handler.
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR) assert(_EXPR)
+#endif
+
+// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+
+// Forward declarations
+struct ImDrawCmd;
+struct ImDrawList;
+struct ImDrawData;
+struct ImFont;
+struct ImFontAtlas;
+struct ImGuiIO;
+struct ImGuiStorage;
+struct ImGuiStyle;
+
+typedef unsigned int ImU32;
+typedef unsigned short ImWchar; // character for keyboard input/display
+typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
+typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
+typedef int ImGuiCol; // enum ImGuiCol_
+typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
+typedef int ImGuiKey; // enum ImGuiKey_
+typedef int ImGuiAlign; // enum ImGuiAlign_
+typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
+typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
+typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
+typedef int ImGuiSetCond; // enum ImGuiSetCond_
+typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
+typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_
+struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
+typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
+
+struct ImVec2
+{
+ float x, y;
+ ImVec2() { x = y = 0.0f; }
+ ImVec2(float _x, float _y) { x = _x; y = _y; }
+
+#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
+ IM_VEC2_CLASS_EXTRA
+#endif
+};
+
+struct ImVec4
+{
+ float x, y, z, w;
+ ImVec4() { x = y = z = w = 0.0f; }
+ ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
+
+#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
+ IM_VEC4_CLASS_EXTRA
+#endif
+};
+
+// Helpers at bottom of the file:
+// - class ImVector<> // Lightweight std::vector like class.
+// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
+// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
+// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
+// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
+// - struct ImGuiListClipper // Helper to manually clip large list of items.
+// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
+// - struct ImDrawList // Draw command list
+// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
+// - struct ImFont // Single font
+
+// ImGui end-user API
+// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
+namespace ImGui
+{
+ // Main
+ IMGUI_API ImGuiIO& GetIO();
+ IMGUI_API ImGuiStyle& GetStyle();
+ IMGUI_API void NewFrame();
+ IMGUI_API void Render();
+ IMGUI_API void Shutdown();
+ IMGUI_API void ShowUserGuide(); // help block
+ IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
+ IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window, demonstrate ImGui features
+ IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
+
+ // Window
+ IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
+ IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
+ IMGUI_API void End();
+ IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
+ IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
+ IMGUI_API void EndChild();
+ IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
+ IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
+ IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
+ IMGUI_API ImVec2 GetWindowContentRegionMax();
+ IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
+ IMGUI_API ImFont* GetWindowFont();
+ IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
+ IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
+ IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
+ IMGUI_API ImVec2 GetWindowSize(); // get current window size
+ IMGUI_API float GetWindowWidth();
+ IMGUI_API bool IsWindowCollapsed();
+
+ IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
+ IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
+ IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit. call before Begin()
+ IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
+ IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
+ IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
+ IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+ IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
+ IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
+ IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
+ IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+ IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
+ IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
+
+ IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
+ IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
+ IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
+ IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
+ IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
+ IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
+ IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
+ IMGUI_API ImGuiStorage* GetStateStorage();
+
+ // Parameters stacks (shared)
+ IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
+ IMGUI_API void PopFont();
+ IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
+ IMGUI_API void PopStyleColor(int count = 1);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
+ IMGUI_API void PopStyleVar(int count = 1);
+
+ // Parameters stacks (current window)
+ IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
+ IMGUI_API void PopItemWidth();
+ IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
+ IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
+ IMGUI_API void PopAllowKeyboardFocus();
+ IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+ IMGUI_API void PopTextWrapPos();
+ IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return true multiple times as you hold them (uses io.KeyRepeatDelay/io.KeyRepeatRate for now)
+ IMGUI_API void PopButtonRepeat();
+
+ // Cursor / Layout
+ IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
+ IMGUI_API void EndGroup();
+ IMGUI_API void Separator(); // horizontal line
+ IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
+ IMGUI_API void Spacing(); // add spacing
+ IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
+ IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
+ IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
+ IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
+ IMGUI_API void NextColumn(); // next column
+ IMGUI_API int GetColumnIndex(); // get current column index
+ IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
+ IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
+ IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
+ IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
+ IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
+ IMGUI_API float GetCursorPosX(); // "
+ IMGUI_API float GetCursorPosY(); // "
+ IMGUI_API void SetCursorPos(const ImVec2& pos); // "
+ IMGUI_API void SetCursorPosX(float x); // "
+ IMGUI_API void SetCursorPosY(float y); // "
+ IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
+ IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
+ IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
+ IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
+ IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
+ IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
+ IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
+
+ // ID scopes
+ // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+ // You can also use "##extra" within your widget name to distinguish them from each others. Read the FAQ for more details.
+ IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
+ IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
+ IMGUI_API void PushID(const void* ptr_id);
+ IMGUI_API void PushID(int int_id);
+ IMGUI_API void PopID();
+ IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
+ IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
+ IMGUI_API ImGuiID GetID(const void* ptr_id);
+
+ // Widgets
+ IMGUI_API void Text(const char* fmt, ...);
+ IMGUI_API void TextV(const char* fmt, va_list args);
+ IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
+ IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
+ IMGUI_API void TextDisabled(const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
+ IMGUI_API void TextDisabledV(const char* fmt, va_list args);
+ IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
+ IMGUI_API void TextWrappedV(const char* fmt, va_list args);
+ IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
+ IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
+ IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
+ IMGUI_API void Bullet();
+ IMGUI_API void BulletText(const char* fmt, ...);
+ IMGUI_API void BulletTextV(const char* fmt, va_list args);
+ IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
+ IMGUI_API bool SmallButton(const char* label);
+ IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
+ IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
+ IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
+ IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
+ IMGUI_API bool Checkbox(const char* label, bool* v);
+ IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+ IMGUI_API bool RadioButton(const char* label, bool active);
+ IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
+ IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
+ IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
+ IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+ IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
+ IMGUI_API bool ColorEdit3(const char* label, float col[3]);
+ IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
+ IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
+ IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+ IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+ IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+ IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+
+ // Widgets: Drags (tip: ctrl+click on a drag box to input text)
+ IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
+ IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+ IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+ IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+ IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
+
+ // Widgets: Input
+ IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
+
+ // Widgets: Sliders (tip: ctrl+click on a slider to input text)
+ IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
+ IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
+ IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+ IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
+ IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
+ IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
+ IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+ IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+
+ // Widgets: Trees
+ IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
+ IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...); // "
+ IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
+ IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
+ IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
+ IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
+ IMGUI_API void TreePush(const void* ptr_id = NULL); // "
+ IMGUI_API void TreePop();
+ IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
+
+ // Widgets: Selectable / Lists
+ IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+ IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
+ IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
+ IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+ IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
+ IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
+ IMGUI_API void ListBoxFooter(); // terminate the scrolling region
+
+ // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+ IMGUI_API void Value(const char* prefix, bool b);
+ IMGUI_API void Value(const char* prefix, int v);
+ IMGUI_API void Value(const char* prefix, unsigned int v);
+ IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
+ IMGUI_API void Color(const char* prefix, const ImVec4& v);
+ IMGUI_API void Color(const char* prefix, unsigned int v);
+
+ // Tooltip
+ IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
+ IMGUI_API void SetTooltipV(const char* fmt, va_list args);
+ IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
+ IMGUI_API void EndTooltip();
+
+ // Menus
+ IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
+ IMGUI_API void EndMainMenuBar();
+ IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
+ IMGUI_API void EndMenuBar();
+ IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
+ IMGUI_API void EndMenu();
+ IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
+ IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
+
+ // Popup
+ IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+ IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
+ IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
+ IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item
+ IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window
+ IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window)
+ IMGUI_API void EndPopup();
+ IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
+
+ // Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
+ IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
+ IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
+ IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
+ IMGUI_API void LogFinish(); // stop logging (close file, etc.)
+ IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
+ IMGUI_API void LogText(const char* fmt, ...); // pass text data straight to log (without being displayed)
+
+ // Utilities
+ IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
+ IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active while we are hovering this
+ IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
+ IMGUI_API bool IsItemVisible();
+ IMGUI_API bool IsAnyItemHovered();
+ IMGUI_API bool IsAnyItemActive();
+ IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
+ IMGUI_API ImVec2 GetItemRectMax(); // "
+ IMGUI_API ImVec2 GetItemRectSize(); // "
+ IMGUI_API bool IsWindowHovered();
+ IMGUI_API bool IsWindowFocused(); // is current window focused (differentiate child windows from each others)
+ IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
+ IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
+ IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
+ IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
+ IMGUI_API float GetTime();
+ IMGUI_API int GetFrameCount();
+ IMGUI_API const char* GetStyleColName(ImGuiCol idx);
+ IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
+ IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+ IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
+
+ IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame
+ IMGUI_API void EndChildFrame();
+
+ IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
+ IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+ IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+ // Inputs
+ IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
+ IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
+ IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
+ IMGUI_API bool IsKeyReleased(int key_index); // "
+ IMGUI_API bool IsMouseDown(int button); // is mouse button held
+ IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
+ IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
+ IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
+ IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
+ IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
+ IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
+ IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+ IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+ IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+ IMGUI_API void ResetMouseDragDelta(int button = 0); //
+ IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+ IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
+ IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
+ IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
+
+ // Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
+ IMGUI_API void* MemAlloc(size_t sz);
+ IMGUI_API void MemFree(void* ptr);
+
+ // Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
+ IMGUI_API const char* GetVersion();
+ IMGUI_API void* GetInternalState();
+ IMGUI_API size_t GetInternalStateSize();
+ IMGUI_API void SetInternalState(void* state, bool construct = false);
+
+ // Obsolete (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
+ static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
+ static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
+ static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
+ static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE 1.36+
+ static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+
+ static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
+ static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+
+ static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
+#endif
+
+} // namespace ImGui
+
+// Flags for ImGui::Begin()
+enum ImGuiWindowFlags_
+{
+ // Default: 0
+ ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
+ ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
+ ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
+ ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbar (window can still scroll with mouse or programatically)
+ ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user scrolling with mouse wheel
+ ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
+ ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
+ ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
+ ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
+ ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
+ ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
+ // [Internal]
+ ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
+ ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
+ ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
+ ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
+ ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
+ ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
+ ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
+ ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
+};
+
+// Flags for ImGui::InputText()
+enum ImGuiInputTextFlags_
+{
+ // Default: 0
+ ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
+ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
+ ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
+ ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
+ ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
+ ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
+ ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
+ ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
+ ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time
+ ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
+ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
+ ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
+ ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
+ ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
+ // [Internal]
+ ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
+};
+
+// Flags for ImGui::Selectable()
+enum ImGuiSelectableFlags_
+{
+ // Default: 0
+ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
+ ImGuiSelectableFlags_SpanAllColumns = 1 << 1 // Selectable frame can span all columns (text will still fit in current column)
+};
+
+// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
+enum ImGuiKey_
+{
+ ImGuiKey_Tab, // for tabbing through fields
+ ImGuiKey_LeftArrow, // for text edit
+ ImGuiKey_RightArrow,// for text edit
+ ImGuiKey_UpArrow, // for text edit
+ ImGuiKey_DownArrow, // for text edit
+ ImGuiKey_PageUp,
+ ImGuiKey_PageDown,
+ ImGuiKey_Home, // for text edit
+ ImGuiKey_End, // for text edit
+ ImGuiKey_Delete, // for text edit
+ ImGuiKey_Backspace, // for text edit
+ ImGuiKey_Enter, // for text edit
+ ImGuiKey_Escape, // for text edit
+ ImGuiKey_A, // for text edit CTRL+A: select all
+ ImGuiKey_C, // for text edit CTRL+C: copy
+ ImGuiKey_V, // for text edit CTRL+V: paste
+ ImGuiKey_X, // for text edit CTRL+X: cut
+ ImGuiKey_Y, // for text edit CTRL+Y: redo
+ ImGuiKey_Z, // for text edit CTRL+Z: undo
+ ImGuiKey_COUNT
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+ ImGuiCol_Text,
+ ImGuiCol_TextDisabled,
+ ImGuiCol_WindowBg,
+ ImGuiCol_ChildWindowBg,
+ ImGuiCol_Border,
+ ImGuiCol_BorderShadow,
+ ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
+ ImGuiCol_FrameBgHovered,
+ ImGuiCol_FrameBgActive,
+ ImGuiCol_TitleBg,
+ ImGuiCol_TitleBgCollapsed,
+ ImGuiCol_TitleBgActive,
+ ImGuiCol_MenuBarBg,
+ ImGuiCol_ScrollbarBg,
+ ImGuiCol_ScrollbarGrab,
+ ImGuiCol_ScrollbarGrabHovered,
+ ImGuiCol_ScrollbarGrabActive,
+ ImGuiCol_ComboBg,
+ ImGuiCol_CheckMark,
+ ImGuiCol_SliderGrab,
+ ImGuiCol_SliderGrabActive,
+ ImGuiCol_Button,
+ ImGuiCol_ButtonHovered,
+ ImGuiCol_ButtonActive,
+ ImGuiCol_Header,
+ ImGuiCol_HeaderHovered,
+ ImGuiCol_HeaderActive,
+ ImGuiCol_Column,
+ ImGuiCol_ColumnHovered,
+ ImGuiCol_ColumnActive,
+ ImGuiCol_ResizeGrip,
+ ImGuiCol_ResizeGripHovered,
+ ImGuiCol_ResizeGripActive,
+ ImGuiCol_CloseButton,
+ ImGuiCol_CloseButtonHovered,
+ ImGuiCol_CloseButtonActive,
+ ImGuiCol_PlotLines,
+ ImGuiCol_PlotLinesHovered,
+ ImGuiCol_PlotHistogram,
+ ImGuiCol_PlotHistogramHovered,
+ ImGuiCol_TextSelectedBg,
+ ImGuiCol_TooltipBg,
+ ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
+ ImGuiCol_COUNT
+};
+
+// Enumeration for PushStyleVar() / PopStyleVar()
+// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
+enum ImGuiStyleVar_
+{
+ ImGuiStyleVar_Alpha, // float
+ ImGuiStyleVar_WindowPadding, // ImVec2
+ ImGuiStyleVar_WindowRounding, // float
+ ImGuiStyleVar_WindowMinSize, // ImVec2
+ ImGuiStyleVar_ChildWindowRounding, // float
+ ImGuiStyleVar_FramePadding, // ImVec2
+ ImGuiStyleVar_FrameRounding, // float
+ ImGuiStyleVar_ItemSpacing, // ImVec2
+ ImGuiStyleVar_ItemInnerSpacing, // ImVec2
+ ImGuiStyleVar_IndentSpacing, // float
+ ImGuiStyleVar_GrabMinSize // float
+};
+
+enum ImGuiAlign_
+{
+ ImGuiAlign_Left = 1 << 0,
+ ImGuiAlign_Center = 1 << 1,
+ ImGuiAlign_Right = 1 << 2,
+ ImGuiAlign_Top = 1 << 3,
+ ImGuiAlign_VCenter = 1 << 4,
+ ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
+};
+
+// Enumeration for ColorEditMode()
+enum ImGuiColorEditMode_
+{
+ ImGuiColorEditMode_UserSelect = -2,
+ ImGuiColorEditMode_UserSelectShowButton = -1,
+ ImGuiColorEditMode_RGB = 0,
+ ImGuiColorEditMode_HSV = 1,
+ ImGuiColorEditMode_HEX = 2
+};
+
+// Enumeration for GetMouseCursor()
+enum ImGuiMouseCursor_
+{
+ ImGuiMouseCursor_Arrow = 0,
+ ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
+ ImGuiMouseCursor_Move, // Unused
+ ImGuiMouseCursor_ResizeNS, // Unused
+ ImGuiMouseCursor_ResizeEW, // When hovering over a column
+ ImGuiMouseCursor_ResizeNESW, // Unused
+ ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
+ ImGuiMouseCursor_Count_
+};
+
+// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
+// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
+enum ImGuiSetCond_
+{
+ ImGuiSetCond_Always = 1 << 0, // Set the variable
+ ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
+ ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
+ ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
+};
+
+struct ImGuiStyle
+{
+ float Alpha; // Global alpha applies to everything in ImGui
+ ImVec2 WindowPadding; // Padding within a window
+ ImVec2 WindowMinSize; // Minimum window size
+ float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+ ImGuiAlign WindowTitleAlign; // Alignment for title bar text
+ float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
+ ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
+ float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
+ ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
+ ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+ ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+ float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
+ float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
+ float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
+ float ScrollbarWidth; // Width of the vertical scrollbar
+ float ScrollbarRounding; // Radius of grab corners for scrollbar
+ float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
+ float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+ ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+ bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
+ bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+ ImVec4 Colors[ImGuiCol_COUNT];
+
+ IMGUI_API ImGuiStyle();
+};
+
+// This is where your app communicate with ImGui. Access via ImGui::GetIO().
+// Read 'Programmer guide' section in .cpp file for general usage.
+struct ImGuiIO
+{
+ //------------------------------------------------------------------
+ // Settings (fill once) // Default value:
+ //------------------------------------------------------------------
+
+ ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
+ float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
+ float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
+ const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
+ const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
+ float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
+ float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
+ float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
+ int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
+ float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
+ float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
+ void* UserData; // = NULL // Store your own data for retrieval by callbacks.
+
+ ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
+ float FontGlobalScale; // = 1.0f // Global scale all fonts
+ bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
+ ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
+ ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
+
+ //------------------------------------------------------------------
+ // User Functions
+ //------------------------------------------------------------------
+
+ // REQUIRED: rendering function.
+ // See example code if you are unsure of how to implement this.
+ void (*RenderDrawListsFn)(ImDrawData* data);
+
+ // Optional: access OS clipboard
+ // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
+ const char* (*GetClipboardTextFn)();
+ void (*SetClipboardTextFn)(const char* text);
+
+ // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
+ // (default to posix malloc/free)
+ void* (*MemAllocFn)(size_t sz);
+ void (*MemFreeFn)(void* ptr);
+
+ // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
+ // (default to use native imm32 api on Windows)
+ void (*ImeSetInputScreenPosFn)(int x, int y);
+ void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+
+ //------------------------------------------------------------------
+ // Input - Fill before calling NewFrame()
+ //------------------------------------------------------------------
+
+ ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
+ float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
+ bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
+ bool KeyCtrl; // Keyboard modifier pressed: Control
+ bool KeyShift; // Keyboard modifier pressed: Shift
+ bool KeyAlt; // Keyboard modifier pressed: Alt
+ bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
+ ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
+
+ // Functions
+ IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
+ IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
+
+ //------------------------------------------------------------------
+ // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
+ //------------------------------------------------------------------
+
+ bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
+ bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
+ float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
+ int MetricsAllocs; // Number of active memory allocations
+ int MetricsRenderVertices; // Vertices output during last call to Render()
+ int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
+ int MetricsActiveWindows; // Number of visible windows (exclude child windows)
+
+ //------------------------------------------------------------------
+ // [Internal] ImGui will maintain those fields for you
+ //------------------------------------------------------------------
+
+ ImVec2 MousePosPrev; // Previous mouse position
+ ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
+ bool MouseClicked[5]; // Mouse button went from !Down to Down
+ ImVec2 MouseClickedPos[5]; // Position at time of clicking
+ float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
+ bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
+ bool MouseReleased[5]; // Mouse button went from Down to !Down
+ bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
+ float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
+ float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
+ float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
+ float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
+ float KeysDownDurationPrev[512]; // Previous duration the key has been down
+
+ IMGUI_API ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
+// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
+template<typename T>
+class ImVector
+{
+public:
+ int Size;
+ int Capacity;
+ T* Data;
+
+ typedef T value_type;
+ typedef value_type* iterator;
+ typedef const value_type* const_iterator;
+
+ ImVector() { Size = Capacity = 0; Data = NULL; }
+ ~ImVector() { if (Data) ImGui::MemFree(Data); }
+
+ inline bool empty() const { return Size == 0; }
+ inline int size() const { return Size; }
+ inline int capacity() const { return Capacity; }
+
+ inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
+ inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
+
+ inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
+ inline iterator begin() { return Data; }
+ inline const_iterator begin() const { return Data; }
+ inline iterator end() { return Data + Size; }
+ inline const_iterator end() const { return Data + Size; }
+ inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
+ inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
+ inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
+ inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
+ inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+ inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
+
+ inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+ inline void reserve(int new_capacity)
+ {
+ if (new_capacity <= Capacity) return;
+ T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
+ memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
+ ImGui::MemFree(Data);
+ Data = new_data;
+ Capacity = new_capacity;
+ }
+
+ inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
+ inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
+
+ inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
+ inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
+};
+
+// Helper: execute a block of code once a frame only
+// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
+// Usage:
+// IMGUI_ONCE_UPON_A_FRAME
+// {
+// // code block will be executed one per frame
+// }
+// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
+#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
+struct ImGuiOnceUponAFrame
+{
+ ImGuiOnceUponAFrame() { RefFrame = -1; }
+ mutable int RefFrame;
+ operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
+};
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextFilter
+{
+ struct TextRange
+ {
+ const char* b;
+ const char* e;
+
+ TextRange() { b = e = NULL; }
+ TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
+ const char* begin() const { return b; }
+ const char* end() const { return e; }
+ bool empty() const { return b == e; }
+ char front() const { return *b; }
+ static bool isblank(char c) { return c == ' ' || c == '\t'; }
+ void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; }
+ IMGUI_API void split(char separator, ImVector<TextRange>& out);
+ };
+
+ char InputBuf[256];
+ ImVector<TextRange> Filters;
+ int CountGrep;
+
+ ImGuiTextFilter(const char* default_filter = "");
+ void Clear() { InputBuf[0] = 0; Build(); }
+ void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build
+ bool PassFilter(const char* val) const;
+ bool IsActive() const { return !Filters.empty(); }
+ IMGUI_API void Build();
+};
+
+// Helper: Text buffer for logging/accumulating text
+struct ImGuiTextBuffer
+{
+ ImVector<char> Buf;
+
+ ImGuiTextBuffer() { Buf.push_back(0); }
+ const char* begin() const { return &Buf.front(); }
+ const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
+ int size() const { return Buf.Size-1; }
+ bool empty() { return size() >= 1; }
+ void clear() { Buf.clear(); Buf.push_back(0); }
+ IMGUI_API void append(const char* fmt, ...);
+ IMGUI_API void appendv(const char* fmt, va_list args);
+};
+
+// Helper: Key->value storage
+// - Store collapse state for a tree (Int 0/1)
+// - Store color edit options (Int using values in ImGuiColorEditMode enum).
+// - Custom user storage for temporary values.
+// Typically you don't have to worry about this since a storage is held within each Window.
+// Declare your own storage if:
+// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
+// - You want to store custom debug data easily without adding or editing structures in your code.
+struct ImGuiStorage
+{
+ struct Pair
+ {
+ ImGuiID key;
+ union { int val_i; float val_f; void* val_p; };
+ Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
+ Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
+ Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+ };
+ ImVector<Pair> Data;
+
+ // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
+ // - Set***() functions find pair, insertion on demand if missing.
+ // - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
+ IMGUI_API void Clear();
+ IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
+ IMGUI_API void SetInt(ImGuiID key, int val);
+ IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
+ IMGUI_API void SetFloat(ImGuiID key, float val);
+ IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
+ IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
+
+ // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+ // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+ // - A typical use case where this is convenient:
+ // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
+ // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
+ IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
+ IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
+ IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
+
+ // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
+ IMGUI_API void SetAllInt(int val);
+};
+
+// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
+struct ImGuiTextEditCallbackData
+{
+ ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
+ ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
+ void* UserData; // What user passed to InputText() // Read-only
+
+ // CharFilter event:
+ ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
+
+ // Completion,History,Always events:
+ ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
+ char* Buf; // Current text // Read-write (pointed data only)
+ int BufSize; // // Read-only
+ bool BufDirty; // Set if you modify Buf directly // Write
+ int CursorPos; // // Read-write
+ int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
+ int SelectionEnd; // // Read-write
+
+ // NB: calling those function loses selection.
+ void DeleteChars(int pos, int bytes_count);
+ void InsertChars(int pos, const char* text, const char* text_end = NULL);
+ bool HasSelection() const { return SelectionStart != SelectionEnd; }
+};
+
+// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
+// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
+struct ImColor
+{
+ ImVec4 Value;
+
+ ImColor(int r, int g, int b, int a = 255) { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; }
+ ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
+ ImColor(const ImVec4& col) { Value = col; }
+ operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
+ operator ImVec4() const { return Value; }
+
+ static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
+};
+
+// Helper: Manually clip large list of items.
+// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
+// Usage:
+// ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
+// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
+// ImGui::Text("line number %d", i);
+// clipper.End();
+struct ImGuiListClipper
+{
+ float ItemsHeight;
+ int ItemsCount, DisplayStart, DisplayEnd;
+
+ ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
+ ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
+ ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
+
+ void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
+ {
+ IM_ASSERT(ItemsCount == -1);
+ ItemsCount = count;
+ ItemsHeight = height;
+ ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
+ ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
+ }
+ void End()
+ {
+ IM_ASSERT(ItemsCount >= 0);
+ ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
+ ItemsCount = -1;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// Draw List
+// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
+//-----------------------------------------------------------------------------
+
+// Draw callbacks for advanced uses.
+// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
+// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
+// The expected behavior from your rendering loop is:
+// if (cmd.UserCallback != NULL)
+// cmd.UserCallback(parent_list, cmd);
+// else
+// RenderTriangles()
+// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
+typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
+
+// Typically, 1 command = 1 gpu draw call (unless command is a callback)
+struct ImDrawCmd
+{
+ unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
+ ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
+ ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+ ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
+ void* UserCallbackData; // The draw callback code can access this.
+};
+
+// Vertex index
+typedef unsigned short ImDrawIdx;
+
+// Vertex layout
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+struct ImDrawVert
+{
+ ImVec2 pos;
+ ImVec2 uv;
+ ImU32 col;
+};
+#else
+// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
+// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
+// The type has to be described by the #define (you can either declare the struct or use a typedef)
+IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
+#endif
+
+// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
+struct ImDrawChannel
+{
+ ImVector<ImDrawCmd> CmdBuffer;
+ ImVector<ImDrawIdx> IdxBuffer;
+};
+
+// Draw command list
+// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
+// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
+// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
+// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
+// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
+struct ImDrawList
+{
+ // This is what you have to render
+ ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
+ ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
+ ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
+
+ // [Internal, used while building lists]
+ const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
+ unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
+ ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+ ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+ ImVector<ImVec4> _ClipRectStack; // [Internal]
+ ImVector<ImTextureID> _TextureIdStack; // [Internal]
+ ImVector<ImVec2> _Path; // [Internal] current path building
+ int _ChannelCurrent; // [Internal] current channel number (0)
+ ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
+
+ ImDrawList() { _OwnerName = NULL; Clear(); }
+ ~ImDrawList() { ClearFreeMemory(); }
+ IMGUI_API void Clear();
+ IMGUI_API void ClearFreeMemory();
+ IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
+ IMGUI_API void PushClipRectFullScreen();
+ IMGUI_API void PopClipRect();
+ IMGUI_API void PushTextureID(const ImTextureID& texture_id);
+ IMGUI_API void PopTextureID();
+
+ // Primitives
+ IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
+ IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
+ IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
+ IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+ IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
+ IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+ IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+ IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
+ IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+ IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
+ IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
+ IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
+
+ // Stateful path API, add points then finish with PathFill() or PathStroke()
+ inline void PathClear() { _Path.resize(0); }
+ inline void PathLineTo(const ImVec2& p) { _Path.push_back(p); }
+ IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
+ IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);
+ IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
+ inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
+ inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
+
+ // Advanced
+ IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
+ IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+ IMGUI_API void ChannelsSplit(int channel_count);
+ IMGUI_API void ChannelsMerge(int channel_count);
+ IMGUI_API void ChannelsSetCurrent(int idx);
+
+ // Internal helpers
+ // NB: all primitives needs to be reserved via PrimReserve() beforehand!
+ IMGUI_API void PrimReserve(int idx_count, int vtx_count);
+ IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
+ IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+ inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
+ inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
+ inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
+ IMGUI_API void UpdateClipRect();
+ IMGUI_API void UpdateTextureID();
+};
+
+// All draw data to render an ImGui frame
+struct ImDrawData
+{
+ ImDrawList** CmdLists;
+ int CmdListsCount;
+ int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
+ int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
+
+ // Functions
+ void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+};
+
+struct ImFontConfig
+{
+ void* FontData; // // TTF data
+ int FontDataSize; // // TTF data size
+ bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
+ int FontNo; // 0 // Index of font within TTF file
+ float SizePixels; // // Size in pixels for rasterizer
+ int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+ bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
+ ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
+ const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
+ bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
+ bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
+
+ // [Internal]
+ char Name[32]; // Name (strictly for debugging)
+ ImFont* DstFont;
+
+ IMGUI_API ImFontConfig();
+};
+
+// Load and rasterize multiple TTF fonts into a same texture.
+// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
+// We also add custom graphic data into the texture that serves for ImGui.
+// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
+// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
+// 3. Upload the pixels data into a texture within your graphics system.
+// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
+// 5. Call ClearTexData() to free textures memory on the heap.
+struct ImFontAtlas
+{
+ IMGUI_API ImFontAtlas();
+ IMGUI_API ~ImFontAtlas();
+ IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
+ IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
+ IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+ IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
+ IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
+ IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
+ IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
+ IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
+ IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
+ IMGUI_API void Clear(); // Clear all
+
+ // Retrieve texture data
+ // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
+ // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
+ // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
+ // Pitch = Width * BytesPerPixels
+ IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
+ IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
+ IMGUI_API void SetTexID(void* id) { TexID = id; }
+
+ // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
+ // (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
+ IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
+ IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+ IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
+ IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
+
+ // Members
+ // (Access texture data via GetTexData*() calls which will setup a default font for you.)
+ void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
+ unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
+ unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+ int TexWidth;
+ int TexHeight;
+ ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
+ ImVector<ImFont*> Fonts;
+
+ // Private
+ ImVector<ImFontConfig> ConfigData; // Internal data
+ IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
+ IMGUI_API void RenderCustomTexData(int pass, void* rects);
+};
+
+// Font runtime data and rendering
+// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+struct ImFont
+{
+ // Members: Settings
+ float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
+ float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
+ ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
+ ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
+ ImFontConfig* ConfigData; // // Pointer within ImFontAtlas->ConfigData
+ int ConfigDataCount; //
+
+ // Members: Runtime data
+ struct Glyph
+ {
+ ImWchar Codepoint;
+ float XAdvance;
+ float X0, Y0, X1, Y1;
+ float U0, V0, U1, V1; // Texture coordinates
+ };
+ float Ascent, Descent; // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
+ ImFontAtlas* ContainerAtlas; // What we has been loaded into
+ ImVector<Glyph> Glyphs;
+ const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
+ float FallbackXAdvance; //
+ ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
+ ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point
+
+ // Methods
+ IMGUI_API ImFont();
+ IMGUI_API ~ImFont();
+ IMGUI_API void Clear();
+ IMGUI_API void BuildLookupTable();
+ IMGUI_API float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
+ IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
+ IMGUI_API void SetFallbackChar(ImWchar c);
+ IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
+
+ // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
+ // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
+ IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+ IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+ IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+};
+
+//---- Include imgui_user.h at the end of imgui.h
+//---- So you can include code that extends ImGui using any of the types declared above.
+//---- (also convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif
diff --git a/samples/D3D12/external/imgui/imgui_demo.cpp b/samples/D3D12/external/imgui/imgui_demo.cpp
new file mode 100644
index 0000000..255c463
--- /dev/null
+++ b/samples/D3D12/external/imgui/imgui_demo.cpp
@@ -0,0 +1,2048 @@
+// ImGui library v1.44
+// Demo code
+
+// Don't remove this file from your project! It is useful reference code that you can execute.
+// You can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui.
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include <ctype.h> // toupper, isprint
+#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
+#include <stdio.h> // vsnprintf, sscanf, printf
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#endif
+#ifdef __GNUC__
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#endif
+
+// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+#ifdef _MSC_VER
+#define IM_NEWLINE "\r\n"
+#else
+#define IM_NEWLINE "\n"
+#endif
+
+#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
+
+//-----------------------------------------------------------------------------
+// DEMO CODE
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_TEST_WINDOWS
+
+static void ShowExampleAppConsole(bool* opened);
+static void ShowExampleAppLayout(bool* opened);
+static void ShowExampleAppLongText(bool* opened);
+static void ShowExampleAppAutoResize(bool* opened);
+static void ShowExampleAppFixedOverlay(bool* opened);
+static void ShowExampleAppManipulatingWindowTitle(bool* opened);
+static void ShowExampleAppCustomRendering(bool* opened);
+static void ShowExampleAppMainMenuBar();
+static void ShowExampleMenuFile();
+
+static void ShowHelpMarker(const char* desc)
+{
+ ImGui::TextDisabled("(?)");
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip(desc);
+}
+
+void ImGui::ShowUserGuide()
+{
+ ImGui::BulletText("Double-click on title bar to collapse window.");
+ ImGui::BulletText("Click and drag on lower right corner to resize window.");
+ ImGui::BulletText("Click and drag on any empty space to move window.");
+ ImGui::BulletText("Mouse Wheel to scroll.");
+ if (ImGui::GetIO().FontAllowUserScaling)
+ ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
+ ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+ ImGui::BulletText("CTRL+Click on a slider or drag box to input text.");
+ ImGui::BulletText(
+ "While editing text:\n"
+ "- Hold SHIFT or use mouse to select text\n"
+ "- CTRL+Left/Right to word jump\n"
+ "- CTRL+A or double-click to select all\n"
+ "- CTRL+X,CTRL+C,CTRL+V clipboard\n"
+ "- CTRL+Z,CTRL+Y undo/redo\n"
+ "- ESCAPE to revert\n"
+ "- You can apply arithmetic operators +,*,/ on numerical values.\n"
+ " Use +- to subtract.\n");
+}
+
+// Demonstrate most ImGui features (big function!)
+void ImGui::ShowTestWindow(bool* opened)
+{
+ // Examples apps
+ static bool show_app_metrics = false;
+ static bool show_app_main_menu_bar = false;
+ static bool show_app_console = false;
+ static bool show_app_layout = false;
+ static bool show_app_long_text = false;
+ static bool show_app_auto_resize = false;
+ static bool show_app_fixed_overlay = false;
+ static bool show_app_custom_rendering = false;
+ static bool show_app_manipulating_window_title = false;
+ static bool show_app_about = false;
+ if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics);
+ if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
+ if (show_app_console) ShowExampleAppConsole(&show_app_console);
+ if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
+ if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
+ if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
+ if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
+ if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);
+ if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
+ if (show_app_about)
+ {
+ ImGui::Begin("About ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
+ ImGui::Text("ImGui %s", ImGui::GetVersion());
+ ImGui::Separator();
+ ImGui::Text("By Omar Cornut and all github contributors.");
+ ImGui::Text("ImGui is licensed under the MIT License, see LICENSE for more information.");
+ ImGui::End();
+ }
+
+ static bool no_titlebar = false;
+ static bool no_border = true;
+ static bool no_resize = false;
+ static bool no_move = false;
+ static bool no_scrollbar = false;
+ static bool no_collapse = false;
+ static bool no_menu = false;
+ static float bg_alpha = 0.65f;
+
+ // Demonstrate the various window flags. Typically you would just use the default.
+ ImGuiWindowFlags window_flags = 0;
+ if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
+ if (!no_border) window_flags |= ImGuiWindowFlags_ShowBorders;
+ if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
+ if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
+ if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
+ if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
+ if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
+ if (!ImGui::Begin("ImGui Demo", opened, ImVec2(550,680), bg_alpha, window_flags))
+ {
+ // Early out if the window is collapsed, as an optimization.
+ ImGui::End();
+ return;
+ }
+
+ //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels
+ ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
+
+ ImGui::Text("ImGui says hello.");
+
+ // Menu
+ if (ImGui::BeginMenuBar())
+ {
+ if (ImGui::BeginMenu("Menu"))
+ {
+ ShowExampleMenuFile();
+ ImGui::EndMenu();
+ }
+ if (ImGui::BeginMenu("Examples"))
+ {
+ ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
+ ImGui::MenuItem("Console", NULL, &show_app_console);
+ ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
+ ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
+ ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
+ ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay);
+ ImGui::MenuItem("Manipulating window title", NULL, &show_app_manipulating_window_title);
+ ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
+ ImGui::EndMenu();
+ }
+ if (ImGui::BeginMenu("Help"))
+ {
+ ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
+ ImGui::MenuItem("About ImGui", NULL, &show_app_about);
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenuBar();
+ }
+
+ ImGui::Spacing();
+ if (ImGui::CollapsingHeader("Help"))
+ {
+ ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code for programming reference.\n\nUser Guide:");
+ ImGui::ShowUserGuide();
+ }
+
+ if (ImGui::CollapsingHeader("Window options"))
+ {
+ ImGui::Checkbox("no titlebar", &no_titlebar); ImGui::SameLine(150);
+ ImGui::Checkbox("no border", &no_border); ImGui::SameLine(300);
+ ImGui::Checkbox("no resize", &no_resize);
+ ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150);
+ ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
+ ImGui::Checkbox("no collapse", &no_collapse);
+ ImGui::Checkbox("no menu", &no_menu);
+ ImGui::SliderFloat("bg alpha", &bg_alpha, 0.0f, 1.0f);
+
+ if (ImGui::TreeNode("Style"))
+ {
+ ImGui::ShowStyleEditor();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size))
+ {
+ ImGui::TextWrapped("Tip: Load fonts with io.Fonts->AddFontFromFileTTF().");
+ ImFontAtlas* atlas = ImGui::GetIO().Fonts;
+ if (ImGui::TreeNode("Atlas texture"))
+ {
+ ImGui::Text("%dx%d pixels", atlas->TexWidth, atlas->TexHeight);
+ ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+ ImGui::TreePop();
+ }
+ ImGui::PushItemWidth(100);
+ for (int i = 0; i < atlas->Fonts.Size; i++)
+ {
+ ImFont* font = atlas->Fonts[i];
+ ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
+ ImGui::TreePush((void*)i);
+ if (i > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { atlas->Fonts[i] = atlas->Fonts[0]; atlas->Fonts[0] = font; } }
+ ImGui::PushFont(font);
+ ImGui::Text("The quick brown fox jumps over the lazy dog");
+ ImGui::PopFont();
+ if (ImGui::TreeNode("Details"))
+ {
+ ImGui::DragFloat("font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this font
+ ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+ ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
+ for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
+ ImGui::BulletText("Input %d: \'%s\'", config_i, font->ConfigData[config_i].Name);
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+ static float window_scale = 1.0f;
+ ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window
+ ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
+ ImGui::PopItemWidth();
+ ImGui::SetWindowFontScale(window_scale);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Logging"))
+ {
+ ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output.");
+ ImGui::LogButtons();
+ ImGui::TreePop();
+ }
+ }
+
+ if (ImGui::CollapsingHeader("Widgets"))
+ {
+ if (ImGui::TreeNode("Tree"))
+ {
+ for (int i = 0; i < 5; i++)
+ {
+ if (ImGui::TreeNode((void*)i, "Child %d", i))
+ {
+ ImGui::Text("blah blah");
+ ImGui::SameLine();
+ if (ImGui::SmallButton("print"))
+ printf("Child %d pressed", i);
+ ImGui::TreePop();
+ }
+ }
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Bullets"))
+ {
+ ImGui::BulletText("Bullet point 1");
+ ImGui::BulletText("Bullet point 2\nOn multiple lines");
+ ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+ ImGui::Bullet(); ImGui::SmallButton("Button");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Colored Text"))
+ {
+ // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+ ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
+ ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
+ ImGui::TextDisabled("Disabled");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Word Wrapping"))
+ {
+ // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+ ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
+ ImGui::Spacing();
+
+ static float wrap_width = 200.0f;
+ ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+
+ ImGui::Text("Test paragraph 1:");
+ ImVec2 pos = ImGui::GetCursorScreenPos();
+ ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
+ ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+ ImGui::Text("lazy dog. This paragraph is made to fit within %.0f pixels. The quick brown fox jumps over the lazy dog.", wrap_width);
+ ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
+ ImGui::PopTextWrapPos();
+
+ ImGui::Text("Test paragraph 2:");
+ pos = ImGui::GetCursorScreenPos();
+ ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
+ ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+ ImGui::Text("aaaaaaaa bbbbbbbb, cccccccc,dddddddd. eeeeeeee ffffffff. gggggggg!hhhhhhhh");
+ ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
+ ImGui::PopTextWrapPos();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("UTF-8 Text"))
+ {
+ // UTF-8 test with Japanese characters
+ // (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
+ // Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
+ // However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with hexadecimal constants.
+ // In your own application be reasonable and use UTF-8 in source or retrieve the data from file system!
+ // Note that characters values are preserved even if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
+ ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges.");
+ ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+ ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+ static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
+ ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Images"))
+ {
+ ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
+ ImVec2 tex_screen_pos = ImGui::GetCursorScreenPos();
+ float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
+ float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
+ ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
+ ImGui::Text("%.0fx%.0f", tex_w, tex_h);
+ ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+ if (ImGui::IsItemHovered())
+ {
+ ImGui::BeginTooltip();
+ float focus_sz = 32.0f;
+ float focus_x = ImGui::GetMousePos().x - tex_screen_pos.x - focus_sz * 0.5f; if (focus_x < 0.0f) focus_x = 0.0f; else if (focus_x > tex_w - focus_sz) focus_x = tex_w - focus_sz;
+ float focus_y = ImGui::GetMousePos().y - tex_screen_pos.y - focus_sz * 0.5f; if (focus_y < 0.0f) focus_y = 0.0f; else if (focus_y > tex_h - focus_sz) focus_y = tex_h - focus_sz;
+ ImGui::Text("Min: (%.2f, %.2f)", focus_x, focus_y);
+ ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
+ ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
+ ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
+ ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
+ ImGui::EndTooltip();
+ }
+ ImGui::TextWrapped("And now some textured buttons..");
+ static int pressed_count = 0;
+ for (int i = 0; i < 8; i++)
+ {
+ if (i > 0)
+ ImGui::SameLine();
+ ImGui::PushID(i);
+ int frame_padding = -1 + i; // -1 = uses default padding
+ if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding, ImColor(0,0,0,255)))
+ pressed_count += 1;
+ ImGui::PopID();
+ }
+ ImGui::Text("Pressed %d times.", pressed_count);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Selectables"))
+ {
+ if (ImGui::TreeNode("Basic"))
+ {
+ static bool selected[3] = { false, true, false };
+ ImGui::Selectable("1. I am selectable", &selected[0]);
+ ImGui::Selectable("2. I am selectable", &selected[1]);
+ ImGui::Text("3. I am not selectable");
+ ImGui::Selectable("4. I am selectable", &selected[2]);
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("Rendering more text into the same block"))
+ {
+ static bool selected[3] = { false, false, false };
+ ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+ ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
+ ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("Grid"))
+ {
+ static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
+ for (int i = 0; i < 16; i++)
+ {
+ ImGui::PushID(i);
+ if (ImGui::Selectable("Me", &selected[i], 0, ImVec2(50,50)))
+ {
+ int x = i % 4, y = i / 4;
+ if (x > 0) selected[i - 1] ^= 1;
+ if (x < 3) selected[i + 1] ^= 1;
+ if (y > 0) selected[i - 4] ^= 1;
+ if (y < 3) selected[i + 4] ^= 1;
+ }
+ if ((i % 4) < 3) ImGui::SameLine();
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Filtered Text Input"))
+ {
+ static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
+ static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
+ static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+ static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
+ static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
+ struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
+ static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Multi-line Text Input"))
+ {
+ static char text[1024*16] = "// F00F bug\nlabel:\n\tlock cmpxchg8b eax\n";
+ ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput);
+ ImGui::TreePop();
+ }
+
+ static bool a=false;
+ if (ImGui::Button("Button")) { printf("Clicked\n"); a ^= 1; }
+ if (a)
+ {
+ ImGui::SameLine();
+ ImGui::Text("Thanks for clicking me!");
+ }
+
+ static bool check = true;
+ ImGui::Checkbox("checkbox", &check);
+
+ static int e = 0;
+ ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
+ ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
+ ImGui::RadioButton("radio c", &e, 2);
+
+ // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
+ for (int i = 0; i < 7; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(i/7.0f, 0.6f, 0.6f));
+ ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(i/7.0f, 0.7f, 0.7f));
+ ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(i/7.0f, 0.8f, 0.8f));
+ ImGui::Button("Click");
+ ImGui::PopStyleColor(3);
+ ImGui::PopID();
+ }
+
+ ImGui::Text("Hover over me");
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("I am a tooltip");
+
+ ImGui::SameLine();
+ ImGui::Text("- or me");
+ if (ImGui::IsItemHovered())
+ {
+ ImGui::BeginTooltip();
+ ImGui::Text("I am a fancy tooltip");
+ static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+ ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+ ImGui::EndTooltip();
+ }
+
+ // Testing IMGUI_ONCE_UPON_A_FRAME macro
+ //for (int i = 0; i < 5; i++)
+ //{
+ // IMGUI_ONCE_UPON_A_FRAME
+ // {
+ // ImGui::Text("This will be displayed only once.");
+ // }
+ //}
+
+ ImGui::Separator();
+
+ ImGui::LabelText("label", "Value");
+
+ static int item = 1;
+ ImGui::Combo("combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // Combo using values packed in a single constant string (for really quick combo)
+
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK" };
+ static int item2 = -1;
+ ImGui::Combo("combo scroll", &item2, items, IM_ARRAYSIZE(items)); // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that.
+
+ {
+ static char str0[128] = "Hello, world!";
+ static int i0=123;
+ static float f0=0.001f;
+ ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
+ ImGui::SameLine(); ShowHelpMarker("Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n");
+
+ ImGui::InputInt("input int", &i0);
+ ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
+
+ ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
+
+ static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+ ImGui::InputFloat3("input float3", vec4a);
+ }
+
+ {
+ static int i1=50, i2=42;
+ ImGui::DragInt("drag int", &i1, 1);
+ ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
+
+ ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%.0f%%");
+
+ static float f1=1.00f, f2=0.0067f;
+ ImGui::DragFloat("drag float", &f1, 0.005f);
+ ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
+ }
+
+ {
+ static int i1=0;
+ ImGui::SliderInt("slider int", &i1, -1, 3);
+ ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value.");
+
+ static float f1=0.123f, f2=0.0f;
+ ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
+ ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f);
+ static float angle = 0.0f;
+ ImGui::SliderAngle("slider angle", &angle);
+ }
+
+ static float col1[3] = { 1.0f,0.0f,0.2f };
+ static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
+ ImGui::ColorEdit3("color 1", col1);
+ ImGui::SameLine(); ShowHelpMarker("Click on the colored square to change edit mode.\nCTRL+click on individual component to input value.\n");
+
+ ImGui::ColorEdit4("color 2", col2);
+
+ const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
+ static int listbox_item_current = 1;
+ ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+
+ //static int listbox_item_current2 = 2;
+ //ImGui::PushItemWidth(-1);
+ //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+ //ImGui::PopItemWidth();
+
+ if (ImGui::TreeNode("Range Widgets"))
+ {
+ ImGui::Unindent();
+
+ static float begin = 10, end = 90;
+ static int begin_i = 100, end_i = 1000;
+ ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%");
+ ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %.0f units", "Max: %.0f units");
+
+ ImGui::Indent();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Multi-component Widgets"))
+ {
+ ImGui::Unindent();
+
+ static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+ static int vec4i[4] = { 1, 5, 100, 255 };
+
+ ImGui::InputFloat2("input float2", vec4f);
+ ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+ ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+ ImGui::InputInt2("input int2", vec4i);
+ ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+ ImGui::Spacing();
+
+ ImGui::InputFloat3("input float3", vec4f);
+ ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+ ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+ ImGui::InputInt3("input int3", vec4i);
+ ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+ ImGui::Spacing();
+
+ ImGui::InputFloat4("input float4", vec4f);
+ ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+ ImGui::InputInt4("input int4", vec4i);
+ ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+ ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+
+ ImGui::Indent();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Vertical Sliders"))
+ {
+ ImGui::Unindent();
+ const float spacing = 4;
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+
+ static int int_value = 0;
+ ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5);
+ ImGui::SameLine();
+
+ static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+ ImGui::PushID("set1");
+ for (int i = 0; i < 7; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, ImColor::HSV(i/7.0f, 0.5f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImColor::HSV(i/7.0f, 0.6f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImColor::HSV(i/7.0f, 0.7f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImColor::HSV(i/7.0f, 0.9f, 0.9f));
+ ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, "");
+ if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+ ImGui::SetTooltip("%.3f", values[i]);
+ ImGui::PopStyleColor(4);
+ ImGui::PopID();
+ }
+ ImGui::PopID();
+
+ ImGui::SameLine();
+ ImGui::PushID("set2");
+ static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+ const int rows = 3;
+ const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows);
+ for (int nx = 0; nx < 4; nx++)
+ {
+ if (nx > 0) ImGui::SameLine();
+ ImGui::BeginGroup();
+ for (int ny = 0; ny < rows; ny++)
+ {
+ ImGui::PushID(nx*rows+ny);
+ ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+ if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+ ImGui::SetTooltip("%.3f", values2[nx]);
+ ImGui::PopID();
+ }
+ ImGui::EndGroup();
+ }
+ ImGui::PopID();
+
+ ImGui::SameLine();
+ ImGui::PushID("set3");
+ for (int i = 0; i < 4; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+ ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f");
+ ImGui::PopStyleVar();
+ ImGui::PopID();
+ }
+ ImGui::PopID();
+ ImGui::PopStyleVar();
+
+ ImGui::Indent();
+ ImGui::TreePop();
+ }
+ }
+
+ if (ImGui::CollapsingHeader("Graphs widgets"))
+ {
+ static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+ ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
+
+ static bool pause;
+ static ImVector<float> values; if (values.empty()) { values.resize(90); memset(values.Data, 0, values.Size*sizeof(float)); }
+ static int values_offset = 0;
+ if (!pause)
+ {
+ static float refresh_time = ImGui::GetTime(); // Create dummy data at fixed 60 hz rate for the demo
+ for (; ImGui::GetTime() > refresh_time + 1.0f/60.0f; refresh_time += 1.0f/60.0f)
+ {
+ static float phase = 0.0f;
+ values[values_offset] = cosf(phase);
+ values_offset = (values_offset+1)%values.Size;
+ phase += 0.10f*values_offset;
+ }
+ }
+ ImGui::PlotLines("##Graph", values.Data, values.Size, values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
+ ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
+ ImGui::BeginGroup();
+ ImGui::Text("Graph");
+ ImGui::Checkbox("pause", &pause);
+ ImGui::EndGroup();
+ ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
+ }
+
+ if (ImGui::CollapsingHeader("Layout"))
+ {
+ if (ImGui::TreeNode("Child regions"))
+ {
+ ImGui::Text("Without border");
+ static int line = 50;
+ bool goto_line = ImGui::Button("Goto");
+ ImGui::SameLine();
+ ImGui::PushItemWidth(100);
+ goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
+ ImGui::PopItemWidth();
+ ImGui::BeginChild("Sub1", ImVec2(ImGui::GetWindowWidth() * 0.5f,300));
+ for (int i = 0; i < 100; i++)
+ {
+ ImGui::Text("%04d: scrollable region", i);
+ if (goto_line && line == i)
+ ImGui::SetScrollHere();
+ }
+ if (goto_line && line >= 100)
+ ImGui::SetScrollHere();
+ ImGui::EndChild();
+
+ ImGui::SameLine();
+
+ ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, 5.0f);
+ ImGui::BeginChild("Sub2", ImVec2(0,300), true);
+ ImGui::Text("With border");
+ ImGui::Columns(2);
+ for (int i = 0; i < 100; i++)
+ {
+ if (i == 50)
+ ImGui::NextColumn();
+ char buf[32];
+ sprintf(buf, "%08x", i*5731);
+ ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
+ }
+ ImGui::EndChild();
+ ImGui::PopStyleVar();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Widgets Alignment"))
+ {
+ static float f = 0.0f;
+ ImGui::Text("Fixed: 100 pixels");
+ ImGui::PushItemWidth(100);
+ ImGui::InputFloat("float##1", &f);
+ ImGui::PopItemWidth();
+
+ ImGui::Text("Proportional: 50%% of window width");
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
+ ImGui::InputFloat("float##2", &f);
+ ImGui::PopItemWidth();
+
+ ImGui::Text("Right-aligned: Leave 100 pixels for label");
+ ImGui::PushItemWidth(-100);
+ ImGui::InputFloat("float##3", &f);
+ ImGui::PopItemWidth();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Basic Horizontal Layout"))
+ {
+ ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceeding item)");
+
+ // Text
+ ImGui::Text("Two items: Hello"); ImGui::SameLine();
+ ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+ // Adjust spacing
+ ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
+ ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+ // Button
+ ImGui::AlignFirstTextHeightToWidgets();
+ ImGui::Text("Normal buttons"); ImGui::SameLine();
+ ImGui::Button("Banana"); ImGui::SameLine();
+ ImGui::Button("Apple"); ImGui::SameLine();
+ ImGui::Button("Corniflower");
+
+ // Button
+ ImGui::Text("Small buttons"); ImGui::SameLine();
+ ImGui::SmallButton("Like this one"); ImGui::SameLine();
+ ImGui::Text("can fit within a text block.");
+
+ // Aligned to arbitrary position. Easy/cheap column.
+ ImGui::Text("Aligned");
+ ImGui::SameLine(150); ImGui::Text("x=150");
+ ImGui::SameLine(300); ImGui::Text("x=300");
+ ImGui::Text("Aligned");
+ ImGui::SameLine(150); ImGui::SmallButton("x=150");
+ ImGui::SameLine(300); ImGui::SmallButton("x=300");
+
+ // Checkbox
+ static bool c1=false,c2=false,c3=false,c4=false;
+ ImGui::Checkbox("My", &c1); ImGui::SameLine();
+ ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
+ ImGui::Checkbox("Is", &c3); ImGui::SameLine();
+ ImGui::Checkbox("Rich", &c4);
+
+ // Various
+ static float f0=1.0f, f1=2.0f, f2=3.0f;
+ ImGui::PushItemWidth(80);
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
+ static int item = -1;
+ ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
+ ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine();
+ ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine();
+ ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
+ ImGui::PopItemWidth();
+
+ ImGui::PushItemWidth(80);
+ ImGui::Text("Lists:");
+ static int selection[4] = { 0, 1, 2, 3 };
+ for (int i = 0; i < 4; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
+ ImGui::PopID();
+ //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
+ }
+ ImGui::PopItemWidth();
+
+ // Dummy
+ ImVec2 sz(30,30);
+ ImGui::Button("A", sz); ImGui::SameLine();
+ ImGui::Dummy(sz); ImGui::SameLine();
+ ImGui::Button("B", sz);
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Groups"))
+ {
+ ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items)");
+ ImGui::BeginGroup();
+ {
+ ImGui::BeginGroup();
+ ImGui::Button("AAA");
+ ImGui::SameLine();
+ ImGui::Button("BBB");
+ ImGui::SameLine();
+ ImGui::BeginGroup();
+ ImGui::Button("CCC");
+ ImGui::Button("DDD");
+ ImGui::EndGroup();
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("Group hovered");
+ ImGui::SameLine();
+ ImGui::Button("EEE");
+ ImGui::EndGroup();
+ }
+ // Capture the group size and create widgets using the same size
+ ImVec2 size = ImGui::GetItemRectSize();
+ const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
+ ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
+
+ ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+ ImGui::SameLine();
+ ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+ ImGui::EndGroup();
+ ImGui::SameLine();
+
+ ImGui::Button("LEVERAGE\nBUZZWORD", size);
+ ImGui::SameLine();
+
+ ImGui::ListBoxHeader("List", size);
+ ImGui::Selectable("Selected", true);
+ ImGui::Selectable("Not Selected", false);
+ ImGui::ListBoxFooter();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Text Baseline Alignment"))
+ {
+ ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
+
+ ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
+ ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+ ImGui::Text("Banana");
+
+ ImGui::Text("Banana"); ImGui::SameLine();
+ ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+ ImGui::Text("One\nTwo\nThree");
+
+ ImGui::Button("HOP"); ImGui::SameLine();
+ ImGui::Text("Banana"); ImGui::SameLine();
+ ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+ ImGui::Text("Banana");
+
+ ImGui::Button("HOP"); ImGui::SameLine();
+ ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+ ImGui::Text("Banana");
+
+ ImGui::Button("TEST"); ImGui::SameLine();
+ ImGui::Text("TEST"); ImGui::SameLine();
+ ImGui::SmallButton("TEST");
+
+ ImGui::AlignFirstTextHeightToWidgets(); // If your line starts with text, call this to align it to upcoming widgets.
+ ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
+ ImGui::Button("Widget"); ImGui::SameLine();
+ ImGui::Text("Widget"); ImGui::SameLine();
+ ImGui::SmallButton("Widget");
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Scrolling"))
+ {
+ ImGui::TextWrapped("Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.");
+ static bool track = true;
+ static int track_line = 50, scroll_to_px = 200;
+ ImGui::Checkbox("Track", &track);
+ ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 9999, "Line %.0f");
+ bool scroll_to = ImGui::Button("Scroll To");
+ ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
+ if (scroll_to) track = false;
+
+ for (int i = 0; i < 5; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::BeginGroup();
+ ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
+ ImGui::BeginChild(ImGui::GetID((void*)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
+ if (scroll_to)
+ ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);
+ for (int line = 0; line < 100; line++)
+ {
+ if (track && line == track_line)
+ {
+ ImGui::TextColored(ImColor(255,255,0), "Line %d", line);
+ ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
+ }
+ else
+ {
+ ImGui::Text("Line %d", line);
+ }
+ }
+ ImGui::EndChild();
+ ImGui::EndGroup();
+ }
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Clipping"))
+ {
+ static ImVec2 size(100, 100), offset(50, 20);
+ ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
+ ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f");
+ ImGui::DragFloat2("offset", (float*)&offset, 0.5f, -200, 200.0f, "%.0f");
+ ImVec2 pos = ImGui::GetCursorScreenPos();
+ ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);
+ ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255));
+ ImGui::GetWindowDrawList()->AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
+ ImGui::Dummy(size);
+ ImGui::TreePop();
+ }
+ }
+
+ if (ImGui::CollapsingHeader("Popups & Modal windows"))
+ {
+ if (ImGui::TreeNode("Popups"))
+ {
+ ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it.");
+
+ static int selected_fish = -1;
+ const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
+ static bool toggles[] = { true, false, false, false, false };
+
+ if (ImGui::Button("Select.."))
+ ImGui::OpenPopup("select");
+ ImGui::SameLine();
+ ImGui::Text(selected_fish == -1 ? "<None>" : names[selected_fish]);
+ if (ImGui::BeginPopup("select"))
+ {
+ ImGui::Text("Aquarium");
+ ImGui::Separator();
+ for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+ if (ImGui::Selectable(names[i]))
+ selected_fish = i;
+ ImGui::EndPopup();
+ }
+
+ if (ImGui::Button("Toggle.."))
+ ImGui::OpenPopup("toggle");
+ if (ImGui::BeginPopup("toggle"))
+ {
+ for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+ ImGui::MenuItem(names[i], "", &toggles[i]);
+ if (ImGui::BeginMenu("Sub-menu"))
+ {
+ ImGui::MenuItem("Click me");
+ ImGui::EndMenu();
+ }
+
+ ImGui::Separator();
+ ImGui::Text("Tooltip here");
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("I am a tooltip over a popup");
+
+ if (ImGui::Button("Stacked Popup"))
+ ImGui::OpenPopup("another popup");
+ if (ImGui::BeginPopup("another popup"))
+ {
+ for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+ ImGui::MenuItem(names[i], "", &toggles[i]);
+ if (ImGui::BeginMenu("Sub-menu"))
+ {
+ ImGui::MenuItem("Click me");
+ ImGui::EndMenu();
+ }
+ ImGui::EndPopup();
+ }
+ ImGui::EndPopup();
+ }
+
+ if (ImGui::Button("Popup Menu.."))
+ ImGui::OpenPopup("popup from button");
+ if (ImGui::BeginPopup("popup from button"))
+ {
+ ShowExampleMenuFile();
+ ImGui::EndPopup();
+ }
+
+ ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
+ ImGui::Separator();
+ ImGui::MenuItem("Menu item", "CTRL+M");
+ if (ImGui::BeginMenu("Menu"))
+ {
+ ShowExampleMenuFile();
+ ImGui::EndMenu();
+ }
+ ImGui::Separator();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Context menus"))
+ {
+ static float value = 0.5f;
+ ImGui::Text("Value = %.3f (<-- right-click here)", value);
+ if (ImGui::BeginPopupContextItem("item context menu"))
+ {
+ if (ImGui::Selectable("Set to zero")) value = 0.0f;
+ if (ImGui::Selectable("Set to PI")) value = 3.1415f;
+ ImGui::EndPopup();
+ }
+
+ static ImVec4 color = ImColor(1.0f, 0.0f, 1.0f, 1.0f);
+ ImGui::ColorButton(color);
+ if (ImGui::BeginPopupContextItem("color context menu"))
+ {
+ ImGui::Text("Edit color");
+ ImGui::ColorEdit3("##edit", (float*)&color);
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+ ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Modals"))
+ {
+ ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
+
+ if (ImGui::Button("Delete.."))
+ ImGui::OpenPopup("Delete?");
+ if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
+ {
+ ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
+ ImGui::Separator();
+
+ static bool dont_ask_me_next_time = false;
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+ ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
+ ImGui::PopStyleVar();
+
+ if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+ ImGui::SameLine();
+ if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+ ImGui::EndPopup();
+ }
+
+ if (ImGui::Button("Stacked modals.."))
+ ImGui::OpenPopup("Stacked 1");
+ if (ImGui::BeginPopupModal("Stacked 1"))
+ {
+ ImGui::Text("Hello from Stacked The First");
+
+ if (ImGui::Button("Another one.."))
+ ImGui::OpenPopup("Stacked 2");
+ if (ImGui::BeginPopupModal("Stacked 2"))
+ {
+ ImGui::Text("Hello from Stacked The Second");
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+
+ ImGui::TreePop();
+ }
+ }
+
+ if (ImGui::CollapsingHeader("Columns"))
+ {
+ // Basic columns
+ ImGui::Text("Basic:");
+ ImGui::Columns(4, "mycolumns");
+ ImGui::Separator();
+ ImGui::Text("ID"); ImGui::NextColumn();
+ ImGui::Text("Name"); ImGui::NextColumn();
+ ImGui::Text("Path"); ImGui::NextColumn();
+ ImGui::Text("Flags"); ImGui::NextColumn();
+ ImGui::Separator();
+ const char* names[3] = { "One", "Two", "Three" };
+ const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
+ static int selected = -1;
+ for (int i = 0; i < 3; i++)
+ {
+ char label[32];
+ sprintf(label, "%04d", i);
+ if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
+ selected = i;
+ ImGui::NextColumn();
+ ImGui::Text(names[i]); ImGui::NextColumn();
+ ImGui::Text(paths[i]); ImGui::NextColumn();
+ ImGui::Text("...."); ImGui::NextColumn();
+ }
+ ImGui::Columns(1);
+
+ ImGui::Separator();
+ ImGui::Spacing();
+
+ // Scrolling columns
+ /*
+ ImGui::Text("Scrolling:");
+ ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
+ ImGui::Columns(3);
+ ImGui::Text("ID"); ImGui::NextColumn();
+ ImGui::Text("Name"); ImGui::NextColumn();
+ ImGui::Text("Path"); ImGui::NextColumn();
+ ImGui::Columns(1);
+ ImGui::Separator();
+ ImGui::EndChild();
+ ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
+ ImGui::Columns(3);
+ for (int i = 0; i < 10; i++)
+ {
+ ImGui::Text("%04d", i); ImGui::NextColumn();
+ ImGui::Text("Foobar"); ImGui::NextColumn();
+ ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
+ }
+ ImGui::Columns(1);
+ ImGui::EndChild();
+
+ ImGui::Separator();
+ ImGui::Spacing();
+ */
+
+ // Create multiple items in a same cell before switching to next column
+ ImGui::Text("Mixed items:");
+ ImGui::Columns(3, "mixed");
+ ImGui::Separator();
+
+ static int e = 0;
+ ImGui::Text("Hello");
+ ImGui::Button("Banana");
+ ImGui::RadioButton("radio a", &e, 0);
+ ImGui::NextColumn();
+
+ ImGui::Text("ImGui");
+ ImGui::Button("Apple");
+ ImGui::RadioButton("radio b", &e, 1);
+ static float foo = 1.0f;
+ ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
+ ImGui::Text("An extra line here.");
+ ImGui::NextColumn();
+
+ ImGui::Text("Sailor");
+ ImGui::Button("Corniflower");
+ ImGui::RadioButton("radio c", &e, 2);
+ static float bar = 1.0f;
+ ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
+ ImGui::NextColumn();
+
+ if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+ if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+ if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+ ImGui::Columns(1);
+
+ ImGui::Separator();
+ ImGui::Spacing();
+
+ // Tree items
+ ImGui::Text("Tree items:");
+ ImGui::Columns(2, "tree items");
+ ImGui::Separator();
+ if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
+ if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
+ ImGui::Columns(1);
+
+ ImGui::Separator();
+ ImGui::Spacing();
+
+ // Word-wrapping
+ ImGui::Text("Word-wrapping:");
+ ImGui::Columns(2, "word-wrapping");
+ ImGui::Separator();
+ ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+ ImGui::Text("Hello Left");
+ ImGui::NextColumn();
+ ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+ ImGui::Text("Hello Right");
+ ImGui::Columns(1);
+
+ ImGui::Separator();
+ ImGui::Spacing();
+
+ if (ImGui::TreeNode("Inside a tree.."))
+ {
+ if (ImGui::TreeNode("node 1 (with borders)"))
+ {
+ ImGui::Columns(4);
+ for (int i = 0; i < 8; i++)
+ {
+ ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+ ImGui::NextColumn();
+ }
+ ImGui::Columns(1);
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("node 2 (without borders)"))
+ {
+ ImGui::Columns(4, NULL, false);
+ for (int i = 0; i < 8; i++)
+ {
+ ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+ ImGui::NextColumn();
+ }
+ ImGui::Columns(1);
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+ }
+
+ if (ImGui::CollapsingHeader("Filtering"))
+ {
+ static ImGuiTextFilter filter;
+ ImGui::Text("Filter usage:\n"
+ " \"\" display all lines\n"
+ " \"xxx\" display lines containing \"xxx\"\n"
+ " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
+ " \"-xxx\" hide lines containing \"xxx\"");
+ filter.Draw();
+ const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+ for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+ if (filter.PassFilter(lines[i]))
+ ImGui::BulletText("%s", lines[i]);
+ }
+
+ if (ImGui::CollapsingHeader("Keyboard, Mouse & Focus"))
+ {
+ if (ImGui::TreeNode("Tabbing"))
+ {
+ ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+ static char buf[32] = "dummy";
+ ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+ ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+ ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
+ ImGui::PushAllowKeyboardFocus(false);
+ ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
+ //ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
+ ImGui::PopAllowKeyboardFocus();
+ ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Focus from code"))
+ {
+ bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
+ bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
+ bool focus_3 = ImGui::Button("Focus on 3");
+ int has_focus = 0;
+ static char buf[128] = "click on a button to set focus";
+
+ if (focus_1) ImGui::SetKeyboardFocusHere();
+ ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+ if (ImGui::IsItemActive()) has_focus = 1;
+
+ if (focus_2) ImGui::SetKeyboardFocusHere();
+ ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+ if (ImGui::IsItemActive()) has_focus = 2;
+
+ ImGui::PushAllowKeyboardFocus(false);
+ if (focus_3) ImGui::SetKeyboardFocusHere();
+ ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
+ if (ImGui::IsItemActive()) has_focus = 3;
+ ImGui::PopAllowKeyboardFocus();
+ if (has_focus)
+ ImGui::Text("Item with focus: %d", has_focus);
+ else
+ ImGui::Text("Item with focus: <none>");
+ ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Dragging"))
+ {
+ ImGui::TextWrapped("You can use ImGui::GetItemActiveDragDelta() to query for the dragged amount on any widget.");
+ ImGui::Button("Drag Me");
+ if (ImGui::IsItemActive())
+ {
+ // Draw a line between the button and the mouse cursor
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ draw_list->PushClipRectFullScreen();
+ draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
+ draw_list->PopClipRect();
+ ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
+ ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
+ ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y);
+ }
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Keyboard & Mouse State"))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui::Text("MousePos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+ ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+ ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
+ ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
+ ImGui::Text("MouseWheel: %.1f", io.MouseWheel);
+
+ ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
+ ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
+ ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
+ ImGui::Text("KeyMods: %s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "");
+
+ ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
+ ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
+
+ ImGui::Button("Hover me\nto enforce\ninputs capture");
+ if (ImGui::IsItemHovered())
+ ImGui::CaptureKeyboardFromApp();
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Mouse cursors"))
+ {
+ ImGui::TextWrapped("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. You can also set io.MouseDrawCursor to ask ImGui to render the cursor for you in software.");
+ ImGui::Checkbox("io.MouseDrawCursor", &ImGui::GetIO().MouseDrawCursor);
+ ImGui::Text("Hover to see mouse cursors:");
+ for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
+ {
+ char label[32];
+ sprintf(label, "Mouse cursor %d", i);
+ ImGui::Bullet(); ImGui::Selectable(label, false);
+ if (ImGui::IsItemHovered())
+ ImGui::SetMouseCursor(i);
+ }
+ ImGui::TreePop();
+ }
+ }
+
+ ImGui::End();
+}
+
+void ImGui::ShowStyleEditor(ImGuiStyle* ref)
+{
+ ImGuiStyle& style = ImGui::GetStyle();
+
+ const ImGuiStyle def; // Default style
+ if (ImGui::Button("Revert Style"))
+ style = ref ? *ref : def;
+ if (ref)
+ {
+ ImGui::SameLine();
+ if (ImGui::Button("Save Style"))
+ *ref = style;
+ }
+
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.55f);
+
+ if (ImGui::TreeNode("Rendering"))
+ {
+ ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+ ImGui::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Sizes"))
+ {
+ ImGui::SliderFloat("Alpha", &style.Alpha, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI. But application code could have a toggle to switch between zero and non-zero.
+ ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::SliderFloat("ChildWindowRounding", &style.ChildWindowRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+ ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+ ImGui::SliderFloat("ScrollbarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 16.0f, "%.0f");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Colors"))
+ {
+ static int output_dest = 0;
+ static bool output_only_modified = false;
+ if (ImGui::Button("Output Colors"))
+ {
+ if (output_dest == 0)
+ ImGui::LogToClipboard();
+ else
+ ImGui::LogToTTY();
+ ImGui::LogText("ImGuiStyle& style = ImGui::GetStyle();" IM_NEWLINE);
+ for (int i = 0; i < ImGuiCol_COUNT; i++)
+ {
+ const ImVec4& col = style.Colors[i];
+ const char* name = ImGui::GetStyleColName(i);
+ if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
+ ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - strlen(name), "", col.x, col.y, col.z, col.w);
+ }
+ ImGui::LogFinish();
+ }
+ ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY"); ImGui::PopItemWidth();
+ ImGui::SameLine(); ImGui::Checkbox("Only Modified Fields", &output_only_modified);
+
+ static ImGuiColorEditMode edit_mode = ImGuiColorEditMode_RGB;
+ ImGui::RadioButton("RGB", &edit_mode, ImGuiColorEditMode_RGB);
+ ImGui::SameLine();
+ ImGui::RadioButton("HSV", &edit_mode, ImGuiColorEditMode_HSV);
+ ImGui::SameLine();
+ ImGui::RadioButton("HEX", &edit_mode, ImGuiColorEditMode_HEX);
+ //ImGui::Text("Tip: Click on colored square to change edit mode.");
+
+ static ImGuiTextFilter filter;
+ filter.Draw("Filter colors", 200);
+
+ ImGui::BeginChild("#colors", ImVec2(0, 300), true);
+ ImGui::PushItemWidth(-160);
+ ImGui::ColorEditMode(edit_mode);
+ for (int i = 0; i < ImGuiCol_COUNT; i++)
+ {
+ const char* name = ImGui::GetStyleColName(i);
+ if (!filter.PassFilter(name))
+ continue;
+ ImGui::PushID(i);
+ ImGui::ColorEdit4(name, (float*)&style.Colors[i], true);
+ if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
+ {
+ ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : def.Colors[i];
+ if (ref) { ImGui::SameLine(); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; }
+ }
+ ImGui::PopID();
+ }
+ ImGui::PopItemWidth();
+ ImGui::EndChild();
+
+ ImGui::TreePop();
+ }
+
+ ImGui::PopItemWidth();
+}
+
+static void ShowExampleAppMainMenuBar()
+{
+ if (ImGui::BeginMainMenuBar())
+ {
+ if (ImGui::BeginMenu("File"))
+ {
+ ShowExampleMenuFile();
+ ImGui::EndMenu();
+ }
+ if (ImGui::BeginMenu("Edit"))
+ {
+ if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
+ if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
+ ImGui::Separator();
+ if (ImGui::MenuItem("Cut", "CTRL+X")) {}
+ if (ImGui::MenuItem("Copy", "CTRL+C")) {}
+ if (ImGui::MenuItem("Paste", "CTRL+V")) {}
+ ImGui::EndMenu();
+ }
+ ImGui::EndMainMenuBar();
+ }
+}
+
+static void ShowExampleMenuFile()
+{
+ ImGui::MenuItem("(dummy menu)", NULL, false, false);
+ if (ImGui::MenuItem("New")) {}
+ if (ImGui::MenuItem("Open", "Ctrl+O")) {}
+ if (ImGui::BeginMenu("Open Recent"))
+ {
+ ImGui::MenuItem("fish_hat.c");
+ ImGui::MenuItem("fish_hat.inl");
+ ImGui::MenuItem("fish_hat.h");
+ if (ImGui::BeginMenu("More.."))
+ {
+ ImGui::MenuItem("Hello");
+ ImGui::MenuItem("Sailor");
+ if (ImGui::BeginMenu("Recurse.."))
+ {
+ ShowExampleMenuFile();
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenu();
+ }
+ if (ImGui::MenuItem("Save", "Ctrl+S")) {}
+ if (ImGui::MenuItem("Save As..")) {}
+ ImGui::Separator();
+ if (ImGui::BeginMenu("Options"))
+ {
+ static bool enabled = true;
+ ImGui::MenuItem("Enabled", "", &enabled);
+ ImGui::BeginChild("child", ImVec2(0, 60), true);
+ for (int i = 0; i < 10; i++)
+ ImGui::Text("Scrolling Text %d", i);
+ ImGui::EndChild();
+ static float f = 0.5f;
+ static int n = 0;
+ ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
+ ImGui::InputFloat("Input", &f, 0.1f);
+ ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
+ ImGui::EndMenu();
+ }
+ if (ImGui::BeginMenu("Colors"))
+ {
+ for (int i = 0; i < ImGuiCol_COUNT; i++)
+ ImGui::MenuItem(ImGui::GetStyleColName((ImGuiCol)i));
+ ImGui::EndMenu();
+ }
+ if (ImGui::BeginMenu("Disabled", false)) // Disabled
+ {
+ IM_ASSERT(0);
+ }
+ if (ImGui::MenuItem("Checked", NULL, true)) {}
+ if (ImGui::MenuItem("Quit", "Alt+F4")) {}
+}
+
+static void ShowExampleAppAutoResize(bool* opened)
+{
+ if (!ImGui::Begin("Example: Auto-resizing window", opened, ImGuiWindowFlags_AlwaysAutoResize))
+ {
+ ImGui::End();
+ return;
+ }
+
+ static int lines = 10;
+ ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
+ ImGui::SliderInt("Number of lines", &lines, 1, 20);
+ for (int i = 0; i < lines; i++)
+ ImGui::Text("%*sThis is line %d", i*4, "", i); // Pad with space to extend size horizontally
+ ImGui::End();
+}
+
+static void ShowExampleAppFixedOverlay(bool* opened)
+{
+ ImGui::SetNextWindowPos(ImVec2(10,10));
+ if (!ImGui::Begin("Example: Fixed Overlay", opened, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
+ {
+ ImGui::End();
+ return;
+ }
+ ImGui::Text("Simple overlay\non the top-left side of the screen.");
+ ImGui::Separator();
+ ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
+ ImGui::End();
+}
+
+static void ShowExampleAppManipulatingWindowTitle(bool* opened)
+{
+ (void)opened;
+
+ // By default, Windows are uniquely identified by their title.
+ // You can use the "##" and "###" markers to manipulate the display/ID. Read FAQ at the top of this file!
+
+ // Using "##" to display same title but have unique identifier.
+ ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Same title as another window##1");
+ ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
+ ImGui::End();
+
+ ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Same title as another window##2");
+ ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
+ ImGui::End();
+
+ // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
+ char buf[128];
+ sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], rand());
+ ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin(buf);
+ ImGui::Text("This window has a changing title.");
+ ImGui::End();
+}
+
+static void ShowExampleAppCustomRendering(bool* opened)
+{
+ ImGui::SetNextWindowSize(ImVec2(300,350), ImGuiSetCond_FirstUseEver);
+ if (!ImGui::Begin("Example: Custom rendering", opened))
+ {
+ ImGui::End();
+ return;
+ }
+
+ // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
+ // Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
+ // ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
+ // In this example we aren't using the operators.
+
+ static ImVector<ImVec2> points;
+ static bool adding_line = false;
+ if (ImGui::Button("Clear")) points.clear();
+ if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
+ ImGui::Text("Left-click and drag to add lines");
+ ImGui::Text("Right-click to undo");
+
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+ // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
+ // However you can draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
+ // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
+ ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
+ ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
+ if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
+ if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
+ draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0));
+ draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(255,255,255));
+ bool adding_preview = false;
+ ImGui::InvisibleButton("canvas", canvas_size);
+ if (ImGui::IsItemHovered())
+ {
+ ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
+ if (!adding_line && ImGui::GetIO().MouseClicked[0])
+ {
+ points.push_back(mouse_pos_in_canvas);
+ adding_line = true;
+ }
+ if (adding_line)
+ {
+ adding_preview = true;
+ points.push_back(mouse_pos_in_canvas);
+ if (!ImGui::GetIO().MouseDown[0])
+ adding_line = adding_preview = false;
+ }
+ if (ImGui::GetIO().MouseClicked[1] && !points.empty())
+ {
+ adding_line = false;
+ points.pop_back();
+ points.pop_back();
+ }
+ }
+ draw_list->PushClipRect(ImVec4(canvas_pos.x, canvas_pos.y, canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
+ for (int i = 0; i < points.Size - 1; i += 2)
+ draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), 0xFF00FFFF);
+ draw_list->PopClipRect();
+ if (adding_preview)
+ points.pop_back();
+ ImGui::End();
+}
+
+// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
+struct ExampleAppConsole
+{
+ char InputBuf[256];
+ ImVector<char*> Items;
+ bool ScrollToBottom;
+ ImVector<char*> History;
+ int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
+ ImVector<const char*> Commands;
+
+ ExampleAppConsole()
+ {
+ ClearLog();
+ HistoryPos = -1;
+ Commands.push_back("HELP");
+ Commands.push_back("HISTORY");
+ Commands.push_back("CLEAR");
+ Commands.push_back("CLASSIFY"); // "classify" is here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
+ }
+ ~ExampleAppConsole()
+ {
+ ClearLog();
+ for (int i = 0; i < Items.Size; i++)
+ free(History[i]);
+ }
+
+ void ClearLog()
+ {
+ for (int i = 0; i < Items.Size; i++)
+ free(Items[i]);
+ Items.clear();
+ ScrollToBottom = true;
+ }
+
+ void AddLog(const char* fmt, ...)
+ {
+ char buf[1024];
+ va_list args;
+ va_start(args, fmt);
+ vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
+ buf[IM_ARRAYSIZE(buf)-1] = 0;
+ va_end(args);
+ Items.push_back(strdup(buf));
+ ScrollToBottom = true;
+ }
+
+ void Run(const char* title, bool* opened)
+ {
+ ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
+ if (!ImGui::Begin(title, opened))
+ {
+ ImGui::End();
+ return;
+ }
+
+ ImGui::TextWrapped("This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
+ ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
+
+ // TODO: display items starting from the bottom
+
+ if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
+ if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
+ if (ImGui::SmallButton("Clear")) ClearLog();
+ //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
+
+ ImGui::Separator();
+
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+ static ImGuiTextFilter filter;
+ filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
+ ImGui::PopStyleVar();
+ ImGui::Separator();
+
+ // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
+ // NB- if you have thousands of entries this approach may be too inefficient. You can seek and display only the lines that are visible - CalcListClipping() is a helper to compute this information.
+ // If your items are of variable size you may want to implement code similar to what CalcListClipping() does. Or split your data into fixed height items to allow random-seeking into your list.
+ ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()));
+ if (ImGui::BeginPopupContextWindow())
+ {
+ if (ImGui::Selectable("Clear")) ClearLog();
+ ImGui::EndPopup();
+ }
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
+ for (int i = 0; i < Items.Size; i++)
+ {
+ const char* item = Items[i];
+ if (!filter.PassFilter(item))
+ continue;
+ ImVec4 col = ImColor(255,255,255); // A better implementation may store a type per-item. For the sample let's just parse the text.
+ if (strstr(item, "[error]")) col = ImColor(255,100,100);
+ else if (strncmp(item, "# ", 2) == 0) col = ImColor(255,200,150);
+ ImGui::PushStyleColor(ImGuiCol_Text, col);
+ ImGui::TextUnformatted(item);
+ ImGui::PopStyleColor();
+ }
+ if (ScrollToBottom)
+ ImGui::SetScrollHere();
+ ScrollToBottom = false;
+ ImGui::PopStyleVar();
+ ImGui::EndChild();
+ ImGui::Separator();
+
+ // Command-line
+ if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
+ {
+ char* input_end = InputBuf+strlen(InputBuf);
+ while (input_end > InputBuf && input_end[-1] == ' ') input_end--; *input_end = 0;
+ if (InputBuf[0])
+ ExecCommand(InputBuf);
+ strcpy(InputBuf, "");
+ }
+
+ // Demonstrate keeping auto focus on the input box
+ if (ImGui::IsItemHovered() || (ImGui::IsRootWindowOrAnyChildFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0)))
+ ImGui::SetKeyboardFocusHere(-1); // Auto focus
+
+ ImGui::End();
+ }
+
+ static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
+ static int Strnicmp(const char* str1, const char* str2, int count) { int d = 0; while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; }
+
+ void ExecCommand(const char* command_line)
+ {
+ AddLog("# %s\n", command_line);
+
+ // Insert into history. First find match and delete it so it can be pushed to the back. This isn't trying to be smart or optimal.
+ HistoryPos = -1;
+ for (int i = History.Size-1; i >= 0; i--)
+ if (Stricmp(History[i], command_line) == 0)
+ {
+ free(History[i]);
+ History.erase(History.begin() + i);
+ break;
+ }
+ History.push_back(strdup(command_line));
+
+ // Process command
+ if (Stricmp(command_line, "CLEAR") == 0)
+ {
+ ClearLog();
+ }
+ else if (Stricmp(command_line, "HELP") == 0)
+ {
+ AddLog("Commands:");
+ for (int i = 0; i < Commands.Size; i++)
+ AddLog("- %s", Commands[i]);
+ }
+ else if (Stricmp(command_line, "HISTORY") == 0)
+ {
+ for (int i = History.Size >= 10 ? History.Size - 10 : 0; i < History.Size; i++)
+ AddLog("%3d: %s\n", i, History[i]);
+ }
+ else
+ {
+ AddLog("Unknown command: '%s'\n", command_line);
+ }
+ }
+
+ static int TextEditCallbackStub(ImGuiTextEditCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
+ {
+ ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
+ return console->TextEditCallback(data);
+ }
+
+ int TextEditCallback(ImGuiTextEditCallbackData* data)
+ {
+ //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
+ switch (data->EventFlag)
+ {
+ case ImGuiInputTextFlags_CallbackCompletion:
+ {
+ // Example of TEXT COMPLETION
+
+ // Locate beginning of current word
+ const char* word_end = data->Buf + data->CursorPos;
+ const char* word_start = word_end;
+ while (word_start > data->Buf)
+ {
+ const char c = word_start[-1];
+ if (c == ' ' || c == '\t' || c == ',' || c == ';')
+ break;
+ word_start--;
+ }
+
+ // Build a list of candidates
+ ImVector<const char*> candidates;
+ for (int i = 0; i < Commands.Size; i++)
+ if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0)
+ candidates.push_back(Commands[i]);
+
+ if (candidates.Size == 0)
+ {
+ // No match
+ AddLog("No match for \"%.*s\"!\n", word_end-word_start, word_start);
+ }
+ else if (candidates.Size == 1)
+ {
+ // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing
+ data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start));
+ data->InsertChars(data->CursorPos, candidates[0]);
+ data->InsertChars(data->CursorPos, " ");
+ }
+ else
+ {
+ // Multiple matches. Complete as much as we can, so inputing "C" will complete to "CL" and display "CLEAR" and "CLASSIFY"
+ int match_len = (int)(word_end - word_start);
+ for (;;)
+ {
+ int c = 0;
+ bool all_candidates_matches = true;
+ for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
+ if (i == 0)
+ c = toupper(candidates[i][match_len]);
+ else if (c != toupper(candidates[i][match_len]))
+ all_candidates_matches = false;
+ if (!all_candidates_matches)
+ break;
+ match_len++;
+ }
+
+ if (match_len > 0)
+ {
+ data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start));
+ data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
+ }
+
+ // List matches
+ AddLog("Possible matches:\n");
+ for (int i = 0; i < candidates.Size; i++)
+ AddLog("- %s\n", candidates[i]);
+ }
+
+ break;
+ }
+ case ImGuiInputTextFlags_CallbackHistory:
+ {
+ // Example of HISTORY
+ const int prev_history_pos = HistoryPos;
+ if (data->EventKey == ImGuiKey_UpArrow)
+ {
+ if (HistoryPos == -1)
+ HistoryPos = History.Size - 1;
+ else if (HistoryPos > 0)
+ HistoryPos--;
+ }
+ else if (data->EventKey == ImGuiKey_DownArrow)
+ {
+ if (HistoryPos != -1)
+ if (++HistoryPos >= History.Size)
+ HistoryPos = -1;
+ }
+
+ // A better implementation would preserve the data on the current input line along with cursor position.
+ if (prev_history_pos != HistoryPos)
+ {
+ snprintf(data->Buf, data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
+ data->BufDirty = true;
+ data->CursorPos = data->SelectionStart = data->SelectionEnd = (int)strlen(data->Buf);
+ }
+ }
+ }
+ return 0;
+ }
+};
+
+static void ShowExampleAppConsole(bool* opened)
+{
+ static ExampleAppConsole console;
+ console.Run("Example: Console", opened);
+}
+
+static void ShowExampleAppLayout(bool* opened)
+{
+ ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiSetCond_FirstUseEver);
+ if (ImGui::Begin("Example: Layout", opened, ImGuiWindowFlags_MenuBar))
+ {
+ if (ImGui::BeginMenuBar())
+ {
+ if (ImGui::BeginMenu("File"))
+ {
+ if (ImGui::MenuItem("Close")) *opened = false;
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenuBar();
+ }
+
+ // left
+ static int selected = 0;
+ ImGui::BeginChild("left pane", ImVec2(150, 0), true);
+ for (int i = 0; i < 100; i++)
+ {
+ char label[128];
+ sprintf(label, "MyObject %d", i);
+ if (ImGui::Selectable(label, selected == i))
+ selected = i;
+ }
+ ImGui::EndChild();
+ ImGui::SameLine();
+
+ // right
+ ImGui::BeginGroup();
+ ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetItemsLineHeightWithSpacing())); // Leave room for 1 line below us
+ ImGui::Text("MyObject: %d", selected);
+ ImGui::Separator();
+ ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+ ImGui::EndChild();
+ ImGui::BeginChild("buttons");
+ if (ImGui::Button("Revert")) {}
+ ImGui::SameLine();
+ if (ImGui::Button("Save")) {}
+ ImGui::EndChild();
+ ImGui::EndGroup();
+ }
+ ImGui::End();
+}
+
+static void ShowExampleAppLongText(bool* opened)
+{
+ ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
+ if (!ImGui::Begin("Example: Long text display", opened))
+ {
+ ImGui::End();
+ return;
+ }
+
+ static int test_type = 0;
+ static ImGuiTextBuffer log;
+ static int lines = 0;
+ ImGui::Text("Printing unusually long amount of text.");
+ ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped");
+ ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
+ if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
+ ImGui::SameLine();
+ if (ImGui::Button("Add 1000 lines"))
+ {
+ for (int i = 0; i < 1000; i++)
+ log.append("%i The quick brown fox jumps over the lazy dog\n", lines+i);
+ lines += 1000;
+ }
+ ImGui::BeginChild("Log");
+ switch (test_type)
+ {
+ case 0:
+ // Single call to TextUnformatted() with a big buffer
+ ImGui::TextUnformatted(log.begin(), log.end());
+ break;
+ case 1:
+ // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the CalcListClipping() helper.
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+ int display_start, display_end;
+ ImGui::CalcListClipping(lines, ImGui::GetTextLineHeight(), &display_start, &display_end);
+ ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * ImGui::GetTextLineHeight());
+ for (int i = display_start; i < display_end; i++)
+ ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
+ ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (lines - display_end) * ImGui::GetTextLineHeight());
+ ImGui::PopStyleVar();
+ break;
+ case 2:
+ // Multiple calls to Text(), not clipped (slow)
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+ for (int i = 0; i < lines; i++)
+ ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
+ ImGui::PopStyleVar();
+ break;
+ }
+ ImGui::EndChild();
+ ImGui::End();
+}
+
+// End of Demo code
+#else
+
+void ImGui::ShowTestWindow(bool*) {}
+void ImGui::ShowUserGuide(bool*) {}
+void ImGui::ShowStyleEditor(bool*) {}
+
+#endif
diff --git a/samples/D3D12/external/imgui/imgui_draw.cpp b/samples/D3D12/external/imgui/imgui_draw.cpp
new file mode 100644
index 0000000..d4d8ccb
--- /dev/null
+++ b/samples/D3D12/external/imgui/imgui_draw.cpp
@@ -0,0 +1,2108 @@
+// ImGui library v1.44
+// Drawing and font code
+
+// Contains implementation for
+// - ImDrawList
+// - ImDrawData
+// - ImFontAtlas
+// - ImFont
+// - Default font data
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#include "imgui_internal.h"
+
+#include <stdio.h> // vsnprintf, sscanf, printf
+#include <new> // new (ptr)
+#ifndef alloca
+#if defined(_MSC_VER) || defined(__MINGW32__)
+#include <malloc.h> // alloca
+#else
+#include <alloca.h> // alloca
+#endif
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+
+//-------------------------------------------------------------------------
+// STB libraries implementation
+//-------------------------------------------------------------------------
+
+//#define IMGUI_STB_NAMESPACE ImGuiStb
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE
+{
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#endif
+
+#define STBRP_ASSERT(x) IM_ASSERT(x)
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+#define STBRP_STATIC
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#include "stb_rect_pack.h"
+
+#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
+#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
+#define STBTT_assert(x) IM_ASSERT(x)
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+#define STBTT_STATIC
+#define STB_TRUETYPE_IMPLEMENTATION
+#else
+#define STBTT_DEF extern
+#endif
+#include "stb_truetype.h"
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+#ifdef IMGUI_STB_NAMESPACE
+} // namespace ImGuiStb
+using namespace IMGUI_STB_NAMESPACE;
+#endif
+
+//-----------------------------------------------------------------------------
+// ImDrawList
+//-----------------------------------------------------------------------------
+
+static ImVec4 GNullClipRect(-9999.0f,-9999.0f, +9999.0f, +9999.0f);
+
+void ImDrawList::Clear()
+{
+ CmdBuffer.resize(0);
+ IdxBuffer.resize(0);
+ VtxBuffer.resize(0);
+ _VtxCurrentIdx = 0;
+ _VtxWritePtr = NULL;
+ _IdxWritePtr = NULL;
+ _ClipRectStack.resize(0);
+ _TextureIdStack.resize(0);
+ _Path.resize(0);
+ _ChannelCurrent = 0;
+ // NB: Do not clear channels so our allocations are re-used after the first frame.
+}
+
+void ImDrawList::ClearFreeMemory()
+{
+ CmdBuffer.clear();
+ IdxBuffer.clear();
+ VtxBuffer.clear();
+ _VtxCurrentIdx = 0;
+ _VtxWritePtr = NULL;
+ _IdxWritePtr = NULL;
+ _ClipRectStack.clear();
+ _TextureIdStack.clear();
+ _Path.clear();
+ _ChannelCurrent = 0;
+ for (int i = 0; i < _Channels.Size; i++)
+ {
+ if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
+ _Channels[i].CmdBuffer.clear();
+ _Channels[i].IdxBuffer.clear();
+ }
+ _Channels.clear();
+}
+
+void ImDrawList::AddDrawCmd()
+{
+ ImDrawCmd draw_cmd;
+ draw_cmd.ElemCount = 0;
+ draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
+ draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
+ draw_cmd.UserCallback = NULL;
+ draw_cmd.UserCallbackData = NULL;
+
+ IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
+ CmdBuffer.push_back(draw_cmd);
+}
+
+void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
+{
+ ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+ if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
+ {
+ AddDrawCmd();
+ current_cmd = &CmdBuffer.back();
+ }
+ current_cmd->UserCallback = callback;
+ current_cmd->UserCallbackData = callback_data;
+
+ // Force a new command after us (we function this way so that the most common calls AddLine, AddRect, etc. always have a command to add to without doing any check).
+ AddDrawCmd();
+}
+
+void ImDrawList::ChannelsSplit(int channel_count)
+{
+ IM_ASSERT(_ChannelCurrent == 0);
+ int old_channels_count = _Channels.Size;
+ if (old_channels_count < channel_count)
+ _Channels.resize(channel_count);
+ for (int i = 0; i < channel_count; i++)
+ if (i >= old_channels_count)
+ new(&_Channels[i]) ImDrawChannel();
+ else
+ _Channels[i].CmdBuffer.resize(0), _Channels[i].IdxBuffer.resize(0);
+}
+
+void ImDrawList::ChannelsMerge(int channel_count)
+{
+ // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+ // This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
+ if (channel_count < 2)
+ return;
+
+ ChannelsSetCurrent(0);
+ if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
+ CmdBuffer.pop_back();
+
+ int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
+ for (int i = 1; i < channel_count; i++)
+ {
+ ImDrawChannel& ch = _Channels[i];
+ if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
+ ch.CmdBuffer.pop_back();
+ new_cmd_buffer_count += ch.CmdBuffer.Size;
+ new_idx_buffer_count += ch.IdxBuffer.Size;
+ }
+ CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
+ IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
+
+ ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
+ _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
+ for (int i = 1; i < channel_count; i++)
+ {
+ ImDrawChannel& ch = _Channels[i];
+ if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
+ if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
+ }
+ AddDrawCmd();
+}
+
+void ImDrawList::ChannelsSetCurrent(int idx)
+{
+ if (_ChannelCurrent == idx) return;
+ memcpy(&_Channels.Data[_ChannelCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer));
+ memcpy(&_Channels.Data[_ChannelCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
+ _ChannelCurrent = idx;
+ memcpy(&CmdBuffer, &_Channels.Data[_ChannelCurrent].CmdBuffer, sizeof(CmdBuffer));
+ memcpy(&IdxBuffer, &_Channels.Data[_ChannelCurrent].IdxBuffer, sizeof(IdxBuffer));
+ _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
+}
+
+void ImDrawList::UpdateClipRect()
+{
+ ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+ if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
+ {
+ AddDrawCmd();
+ }
+ else
+ {
+ ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
+ if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
+ CmdBuffer.pop_back();
+ else
+ current_cmd->ClipRect = current_clip_rect;
+ }
+}
+
+// Scissoring. The values in clip_rect are x1, y1, x2, y2.
+void ImDrawList::PushClipRect(const ImVec4& clip_rect)
+{
+ _ClipRectStack.push_back(clip_rect);
+ UpdateClipRect();
+}
+
+void ImDrawList::PushClipRectFullScreen()
+{
+ PushClipRect(GNullClipRect);
+
+ // This would be more correct but we're not supposed to access ImGuiState from here?
+ //ImGuiState& g = *GImGui;
+ //PushClipRect(GetVisibleRect());
+}
+
+void ImDrawList::PopClipRect()
+{
+ IM_ASSERT(_ClipRectStack.Size > 0);
+ _ClipRectStack.pop_back();
+ UpdateClipRect();
+}
+
+void ImDrawList::UpdateTextureID()
+{
+ ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+ const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
+ if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
+ AddDrawCmd();
+ else
+ current_cmd->TextureId = texture_id;
+}
+
+void ImDrawList::PushTextureID(const ImTextureID& texture_id)
+{
+ _TextureIdStack.push_back(texture_id);
+ UpdateTextureID();
+}
+
+void ImDrawList::PopTextureID()
+{
+ IM_ASSERT(_TextureIdStack.Size > 0);
+ _TextureIdStack.pop_back();
+ UpdateTextureID();
+}
+
+// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
+void ImDrawList::PrimReserve(int idx_count, int vtx_count)
+{
+ ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
+ draw_cmd.ElemCount += idx_count;
+
+ int vtx_buffer_size = VtxBuffer.Size;
+ VtxBuffer.resize(vtx_buffer_size + vtx_count);
+ _VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
+
+ int idx_buffer_size = IdxBuffer.Size;
+ IdxBuffer.resize(idx_buffer_size + idx_count);
+ _IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
+}
+
+void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
+{
+ const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+ const ImVec2 b(c.x, a.y);
+ const ImVec2 d(a.x, c.y);
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
+ _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
+ _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+ _VtxCurrentIdx += 4;
+ _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
+{
+ const ImVec2 b(c.x, a.y);
+ const ImVec2 d(a.x, c.y);
+ const ImVec2 uv_b(uv_c.x, uv_a.y);
+ const ImVec2 uv_d(uv_a.x, uv_c.y);
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
+ _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
+ _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+ _VtxCurrentIdx += 4;
+ _IdxWritePtr += 6;
+}
+
+// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)
+{
+ if (points_count < 2)
+ return;
+
+ const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+ anti_aliased &= GImGui->Style.AntiAliasedLines;
+ //if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
+
+ int count = points_count;
+ if (!closed)
+ count = points_count-1;
+
+ const bool thick_line = thickness > 1.0f;
+ if (anti_aliased)
+ {
+ // Anti-aliased stroke
+ const float AA_SIZE = 1.0f;
+ const ImU32 col_trans = col & 0x00ffffff;
+
+ const int idx_count = thick_line ? count*18 : count*12;
+ const int vtx_count = thick_line ? points_count*4 : points_count*3;
+ PrimReserve(idx_count, vtx_count);
+
+ // Temporary buffer
+ ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
+ ImVec2* temp_points = temp_normals + points_count;
+
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1+1) == points_count ? 0 : i1+1;
+ ImVec2 diff = points[i2] - points[i1];
+ diff *= ImInvLength(diff, 1.0f);
+ temp_normals[i1].x = diff.y;
+ temp_normals[i1].y = -diff.x;
+ }
+ if (!closed)
+ temp_normals[points_count-1] = temp_normals[points_count-2];
+
+ if (!thick_line)
+ {
+ if (!closed)
+ {
+ temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
+ temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
+ temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
+ temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
+ }
+
+ // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+ unsigned int idx1 = _VtxCurrentIdx;
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1+1) == points_count ? 0 : i1+1;
+ unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
+
+ // Average normals
+ ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+ float dmr2 = dm.x*dm.x + dm.y*dm.y;
+ if (dmr2 > 0.000001f)
+ {
+ float scale = 1.0f / dmr2;
+ if (scale > 100.0f) scale = 100.0f;
+ dm *= scale;
+ }
+ dm *= AA_SIZE;
+ temp_points[i2*2+0] = points[i2] + dm;
+ temp_points[i2*2+1] = points[i2] - dm;
+
+ // Add indexes
+ _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
+ _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
+ _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
+ _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
+ _IdxWritePtr += 12;
+
+ idx1 = idx2;
+ }
+
+ // Add vertexes
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
+ _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
+ _VtxWritePtr += 3;
+ }
+ }
+ else
+ {
+ const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
+ if (!closed)
+ {
+ temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
+ temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
+ temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
+ temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
+ temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+ temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);
+ temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);
+ temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+ }
+
+ // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+ unsigned int idx1 = _VtxCurrentIdx;
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1+1) == points_count ? 0 : i1+1;
+ unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
+
+ // Average normals
+ ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+ float dmr2 = dm.x*dm.x + dm.y*dm.y;
+ if (dmr2 > 0.000001f)
+ {
+ float scale = 1.0f / dmr2;
+ if (scale > 100.0f) scale = 100.0f;
+ dm *= scale;
+ }
+ ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
+ ImVec2 dm_in = dm * half_inner_thickness;
+ temp_points[i2*4+0] = points[i2] + dm_out;
+ temp_points[i2*4+1] = points[i2] + dm_in;
+ temp_points[i2*4+2] = points[i2] - dm_in;
+ temp_points[i2*4+3] = points[i2] - dm_out;
+
+ // Add indexes
+ _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
+ _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1);
+ _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
+ _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1);
+ _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3);
+ _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2);
+ _IdxWritePtr += 18;
+
+ idx1 = idx2;
+ }
+
+ // Add vertexes
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
+ _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
+ _VtxWritePtr += 4;
+ }
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+ else
+ {
+ // Non Anti-aliased Stroke
+ const int idx_count = count*6;
+ const int vtx_count = count*4; // FIXME-OPT: Not sharing edges
+ PrimReserve(idx_count, vtx_count);
+
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1+1) == points_count ? 0 : i1+1;
+ const ImVec2& p1 = points[i1];
+ const ImVec2& p2 = points[i2];
+ ImVec2 diff = p2 - p1;
+ diff *= ImInvLength(diff, 1.0f);
+
+ const float dx = diff.x * (thickness * 0.5f);
+ const float dy = diff.y * (thickness * 0.5f);
+ _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
+ _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
+ _IdxWritePtr += 6;
+ _VtxCurrentIdx += 4;
+ }
+ }
+}
+
+void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased)
+{
+ const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+ anti_aliased &= GImGui->Style.AntiAliasedShapes;
+ //if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
+
+ if (anti_aliased)
+ {
+ // Anti-aliased Fill
+ const float AA_SIZE = 1.0f;
+ const ImU32 col_trans = col & 0x00ffffff;
+ const int idx_count = (points_count-2)*3 + points_count*6;
+ const int vtx_count = (points_count*2);
+ PrimReserve(idx_count, vtx_count);
+
+ // Add indexes for fill
+ unsigned int vtx_inner_idx = _VtxCurrentIdx;
+ unsigned int vtx_outer_idx = _VtxCurrentIdx+1;
+ for (int i = 2; i < points_count; i++)
+ {
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
+ _IdxWritePtr += 3;
+ }
+
+ // Compute normals
+ ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
+ for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ const ImVec2& p0 = points[i0];
+ const ImVec2& p1 = points[i1];
+ ImVec2 diff = p1 - p0;
+ diff *= ImInvLength(diff, 1.0f);
+ temp_normals[i0].x = diff.y;
+ temp_normals[i0].y = -diff.x;
+ }
+
+ for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ // Average normals
+ const ImVec2& n0 = temp_normals[i0];
+ const ImVec2& n1 = temp_normals[i1];
+ ImVec2 dm = (n0 + n1) * 0.5f;
+ float dmr2 = dm.x*dm.x + dm.y*dm.y;
+ if (dmr2 > 0.000001f)
+ {
+ float scale = 1.0f / dmr2;
+ if (scale > 100.0f) scale = 100.0f;
+ dm *= scale;
+ }
+ dm *= AA_SIZE * 0.5f;
+
+ // Add vertices
+ _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
+ _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
+ _VtxWritePtr += 2;
+
+ // Add indexes for fringes
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
+ _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
+ _IdxWritePtr += 6;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+ else
+ {
+ // Non Anti-aliased Fill
+ const int idx_count = (points_count-2)*3;
+ const int vtx_count = points_count;
+ PrimReserve(idx_count, vtx_count);
+ for (int i = 0; i < vtx_count; i++)
+ {
+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr++;
+ }
+ for (int i = 2; i < points_count; i++)
+ {
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
+ _IdxWritePtr += 3;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+}
+
+void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax)
+{
+ static ImVec2 circle_vtx[12];
+ static bool circle_vtx_builds = false;
+ const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
+ if (!circle_vtx_builds)
+ {
+ for (int i = 0; i < circle_vtx_count; i++)
+ {
+ const float a = ((float)i / (float)circle_vtx_count) * 2*IM_PI;
+ circle_vtx[i].x = cosf(a);
+ circle_vtx[i].y = sinf(a);
+ }
+ circle_vtx_builds = true;
+ }
+
+ if (amin > amax) return;
+ if (radius == 0.0f)
+ {
+ _Path.push_back(centre);
+ }
+ else
+ {
+ _Path.reserve(_Path.Size + (amax - amin + 1));
+ for (int a = amin; a <= amax; a++)
+ {
+ const ImVec2& c = circle_vtx[a % circle_vtx_count];
+ _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
+ }
+ }
+}
+
+void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
+{
+ if (radius == 0.0f)
+ _Path.push_back(centre);
+ _Path.reserve(_Path.Size + (num_segments + 1));
+ for (int i = 0; i <= num_segments; i++)
+ {
+ const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
+ _Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));
+ }
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
+{
+ float r = rounding;
+ r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f);
+ r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f);
+
+ if (r == 0.0f || rounding_corners == 0)
+ {
+ PathLineTo(a);
+ PathLineTo(ImVec2(b.x,a.y));
+ PathLineTo(b);
+ PathLineTo(ImVec2(a.x,b.y));
+ }
+ else
+ {
+ const float r0 = (rounding_corners & 1) ? r : 0.0f;
+ const float r1 = (rounding_corners & 2) ? r : 0.0f;
+ const float r2 = (rounding_corners & 4) ? r : 0.0f;
+ const float r3 = (rounding_corners & 8) ? r : 0.0f;
+ PathArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 6, 9);
+ PathArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 9, 12);
+ PathArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 0, 3);
+ PathArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 3, 6);
+ }
+}
+
+void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
+{
+ if ((col >> 24) == 0)
+ return;
+ PathLineTo(a + ImVec2(0.5f,0.5f));
+ PathLineTo(b + ImVec2(0.5f,0.5f));
+ PathStroke(col, false, thickness);
+}
+
+void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
+{
+ if ((col >> 24) == 0)
+ return;
+ PathRect(a + ImVec2(0.5f,0.5f), b + ImVec2(0.5f,0.5f), rounding, rounding_corners);
+ PathStroke(col, true);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
+{
+ if ((col >> 24) == 0)
+ return;
+ if (rounding > 0.0f)
+ {
+ PathRect(a, b, rounding, rounding_corners);
+ PathFill(col);
+ }
+ else
+ {
+ PrimReserve(6, 4);
+ PrimRect(a, b, col);
+ }
+}
+
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+{
+ if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) >> 24) == 0)
+ return;
+
+ const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+ PrimReserve(6, 4);
+ PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
+ PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
+ PrimWriteVtx(a, uv, col_upr_left);
+ PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
+ PrimWriteVtx(c, uv, col_bot_right);
+ PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
+{
+ if ((col >> 24) == 0)
+ return;
+ PathLineTo(a);
+ PathLineTo(b);
+ PathLineTo(c);
+ PathFill(col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+ if ((col >> 24) == 0)
+ return;
+
+ const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(centre, radius, 0.0f, a_max, num_segments);
+ PathStroke(col, true);
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+ if ((col >> 24) == 0)
+ return;
+
+ const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(centre, radius, 0.0f, a_max, num_segments);
+ PathFill(col);
+}
+
+void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
+{
+ if ((col >> 24) == 0)
+ return;
+
+ if (text_end == NULL)
+ text_end = text_begin + strlen(text_begin);
+ if (text_begin == text_end)
+ return;
+
+ IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
+
+ // reserve vertices for worse case
+ const int char_count = (int)(text_end - text_begin);
+ const int vtx_count_max = char_count * 4;
+ const int idx_count_max = char_count * 6;
+ const int vtx_begin = VtxBuffer.Size;
+ const int idx_begin = IdxBuffer.Size;
+ PrimReserve(idx_count_max, vtx_count_max);
+
+ ImVec4 clip_rect = _ClipRectStack.back();
+ if (cpu_fine_clip_rect)
+ {
+ clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
+ clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
+ clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
+ clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
+ }
+ font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
+
+ // give back unused vertices
+ // FIXME-OPT
+ VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
+ IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
+ int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
+ int idx_unused = idx_count_max - (IdxBuffer.Size - idx_begin);
+ CmdBuffer.back().ElemCount -= idx_unused;
+ _VtxWritePtr -= vtx_unused;
+ _IdxWritePtr -= idx_unused;
+ _VtxCurrentIdx = (ImDrawIdx)VtxBuffer.Size;
+}
+
+// This is one of the few function breaking the encapsulation of ImDrawLst, but it is just so useful.
+void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
+{
+ if ((col >> 24) == 0)
+ return;
+ AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize(), pos, col, text_begin, text_end);
+}
+
+void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
+{
+ if ((col >> 24) == 0)
+ return;
+
+ // FIXME-OPT: This is wasting draw calls.
+ const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+ if (push_texture_id)
+ PushTextureID(user_texture_id);
+
+ PrimReserve(6, 4);
+ PrimRectUV(a, b, uv0, uv1, col);
+
+ if (push_texture_id)
+ PopTextureID();
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawData
+//-----------------------------------------------------------------------------
+
+// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+void ImDrawData::DeIndexAllBuffers()
+{
+ ImVector<ImDrawVert> new_vtx_buffer;
+ TotalVtxCount = TotalIdxCount = 0;
+ for (int i = 0; i < CmdListsCount; i++)
+ {
+ ImDrawList* cmd_list = CmdLists[i];
+ if (cmd_list->IdxBuffer.empty())
+ continue;
+ new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
+ for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
+ new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
+ cmd_list->VtxBuffer.swap(new_vtx_buffer);
+ cmd_list->IdxBuffer.resize(0);
+ TotalVtxCount += cmd_list->VtxBuffer.Size;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// ImFontAtlias
+//-----------------------------------------------------------------------------
+
+ImFontConfig::ImFontConfig()
+{
+ FontData = NULL;
+ FontDataSize = 0;
+ FontDataOwnedByAtlas = true;
+ FontNo = 0;
+ SizePixels = 0.0f;
+ OversampleH = 3;
+ OversampleV = 1;
+ PixelSnapH = false;
+ GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
+ GlyphRanges = NULL;
+ MergeMode = false;
+ MergeGlyphCenterV = false;
+ DstFont = NULL;
+ memset(Name, 0, sizeof(Name));
+}
+
+ImFontAtlas::ImFontAtlas()
+{
+ TexID = NULL;
+ TexPixelsAlpha8 = NULL;
+ TexPixelsRGBA32 = NULL;
+ TexWidth = TexHeight = 0;
+ TexUvWhitePixel = ImVec2(0, 0);
+}
+
+ImFontAtlas::~ImFontAtlas()
+{
+ Clear();
+}
+
+void ImFontAtlas::ClearInputData()
+{
+ for (int i = 0; i < ConfigData.Size; i++)
+ if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
+ {
+ ImGui::MemFree(ConfigData[i].FontData);
+ ConfigData[i].FontData = NULL;
+ }
+
+ // When clearing this we lose access to the font name and other information used to build the font.
+ for (int i = 0; i < Fonts.Size; i++)
+ if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
+ {
+ Fonts[i]->ConfigData = NULL;
+ Fonts[i]->ConfigDataCount = 0;
+ }
+ ConfigData.clear();
+}
+
+void ImFontAtlas::ClearTexData()
+{
+ if (TexPixelsAlpha8)
+ ImGui::MemFree(TexPixelsAlpha8);
+ if (TexPixelsRGBA32)
+ ImGui::MemFree(TexPixelsRGBA32);
+ TexPixelsAlpha8 = NULL;
+ TexPixelsRGBA32 = NULL;
+}
+
+void ImFontAtlas::ClearFonts()
+{
+ for (int i = 0; i < Fonts.Size; i++)
+ {
+ Fonts[i]->~ImFont();
+ ImGui::MemFree(Fonts[i]);
+ }
+ Fonts.clear();
+}
+
+void ImFontAtlas::Clear()
+{
+ ClearInputData();
+ ClearTexData();
+ ClearFonts();
+}
+
+void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ // Lazily build
+ if (TexPixelsAlpha8 == NULL)
+ {
+ if (ConfigData.empty())
+ AddFontDefault();
+ Build();
+ }
+
+ *out_pixels = TexPixelsAlpha8;
+ if (out_width) *out_width = TexWidth;
+ if (out_height) *out_height = TexHeight;
+ if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
+}
+
+void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ // Lazily convert to RGBA32 format
+ // Although it is likely to be the most commonly used format, our font rendering is 8 bpp
+ if (!TexPixelsRGBA32)
+ {
+ unsigned char* pixels;
+ GetTexDataAsAlpha8(&pixels, NULL, NULL);
+ TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
+ const unsigned char* src = pixels;
+ unsigned int* dst = TexPixelsRGBA32;
+ for (int n = TexWidth * TexHeight; n > 0; n--)
+ *dst++ = ((unsigned int)(*src++) << 24) | 0x00FFFFFF;
+ }
+
+ *out_pixels = (unsigned char*)TexPixelsRGBA32;
+ if (out_width) *out_width = TexWidth;
+ if (out_height) *out_height = TexHeight;
+ if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
+}
+
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+{
+ IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
+ IM_ASSERT(font_cfg->SizePixels > 0.0f);
+
+ // Create new font
+ if (!font_cfg->MergeMode)
+ {
+ ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));
+ new (font) ImFont();
+ Fonts.push_back(font);
+ }
+
+ ConfigData.push_back(*font_cfg);
+ ImFontConfig& new_font_cfg = ConfigData.back();
+ new_font_cfg.DstFont = Fonts.back();
+ if (!new_font_cfg.FontDataOwnedByAtlas)
+ {
+ new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
+ new_font_cfg.FontDataOwnedByAtlas = true;
+ memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+ }
+
+ // Invalidate texture
+ ClearTexData();
+ return Fonts.back();
+}
+
+// Default font ttf is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
+static unsigned int stb_decompress_length(unsigned char *input);
+static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
+static const char* GetDefaultCompressedFontDataTTFBase85();
+static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
+static void Decode85(const unsigned char* src, unsigned int* dst) { for (; *src; src += 5) *dst++ = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); }
+
+// Load embedded ProggyClean.ttf at size 13
+ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
+{
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ if (!font_cfg_template)
+ {
+ font_cfg.OversampleH = font_cfg.OversampleV = 1;
+ font_cfg.PixelSnapH = true;
+ }
+ if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "<default>");
+
+ const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+ ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault());
+ return font;
+}
+
+ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ void* data = NULL;
+ int data_size = 0;
+ if (!ImLoadFileToMemory(filename, "rb", (void**)&data, &data_size, 0))
+ {
+ IM_ASSERT(0); // Could not load file.
+ return NULL;
+ }
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ if (font_cfg.Name[0] == '\0')
+ {
+ const char* p;
+ for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+ snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p);
+ }
+ return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
+ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ IM_ASSERT(font_cfg.FontData == NULL);
+ font_cfg.FontData = ttf_data;
+ font_cfg.FontDataSize = ttf_size;
+ font_cfg.SizePixels = size_pixels;
+ if (glyph_ranges)
+ font_cfg.GlyphRanges = glyph_ranges;
+ return AddFont(&font_cfg);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ const unsigned int buf_decompressed_size = stb_decompress_length((unsigned char*)compressed_ttf_data);
+ unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);
+ stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
+
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ IM_ASSERT(font_cfg.FontData == NULL);
+ font_cfg.FontDataOwnedByAtlas = true;
+ return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, font_cfg_template, glyph_ranges);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
+{
+ int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+ void* compressed_ttf = ImGui::MemAlloc(compressed_ttf_size);
+ Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned int*)compressed_ttf);
+ ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
+ ImGui::MemFree(compressed_ttf);
+ return font;
+}
+
+bool ImFontAtlas::Build()
+{
+ IM_ASSERT(ConfigData.Size > 0);
+
+ TexID = NULL;
+ TexWidth = TexHeight = 0;
+ TexUvWhitePixel = ImVec2(0, 0);
+ ClearTexData();
+
+ struct ImFontTempBuildData
+ {
+ stbtt_fontinfo FontInfo;
+ stbrp_rect* Rects;
+ stbtt_pack_range* Ranges;
+ int RangesCount;
+ };
+ ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)ConfigData.Size * sizeof(ImFontTempBuildData));
+
+ // Initialize font information early (so we can error without any cleanup) + count glyphs
+ int total_glyph_count = 0;
+ int total_glyph_range_count = 0;
+ for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+ {
+ ImFontConfig& cfg = ConfigData[input_i];
+ ImFontTempBuildData& tmp = tmp_array[input_i];
+
+ IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this));
+ const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
+ IM_ASSERT(font_offset >= 0);
+ if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
+ return false;
+
+ if (!cfg.GlyphRanges)
+ cfg.GlyphRanges = GetGlyphRangesDefault();
+ for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
+ {
+ total_glyph_count += (in_range[1] - in_range[0]) + 1;
+ total_glyph_range_count++;
+ }
+ }
+
+ // Start packing
+ TexWidth = (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters.
+ TexHeight = 0;
+ const int max_tex_height = 1024*32;
+ stbtt_pack_context spc;
+ stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
+
+ // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+ ImVector<stbrp_rect> extra_rects;
+ RenderCustomTexData(0, &extra_rects);
+ stbtt_PackSetOversampling(&spc, 1, 1);
+ stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size);
+ for (int i = 0; i < extra_rects.Size; i++)
+ if (extra_rects[i].was_packed)
+ TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h);
+
+ // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+ int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
+ stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar));
+ stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
+ stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
+ memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
+ memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
+ memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
+
+ // First font pass: pack all glyphs (no rendering at this point, we are working with glyph sizes only)
+ for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+ {
+ ImFontConfig& cfg = ConfigData[input_i];
+ ImFontTempBuildData& tmp = tmp_array[input_i];
+
+ // Setup ranges
+ int glyph_count = 0;
+ int glyph_ranges_count = 0;
+ for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
+ {
+ glyph_count += (in_range[1] - in_range[0]) + 1;
+ glyph_ranges_count++;
+ }
+ tmp.Ranges = buf_ranges + buf_ranges_n;
+ tmp.RangesCount = glyph_ranges_count;
+ buf_ranges_n += glyph_ranges_count;
+ for (int i = 0; i < glyph_ranges_count; i++)
+ {
+ const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
+ stbtt_pack_range& range = tmp.Ranges[i];
+ range.font_size = cfg.SizePixels;
+ range.first_unicode_codepoint_in_range = in_range[0];
+ range.num_chars = (in_range[1] - in_range[0]) + 1;
+ range.chardata_for_range = buf_packedchars + buf_packedchars_n;
+ buf_packedchars_n += range.num_chars;
+ }
+
+ // Pack
+ tmp.Rects = buf_rects + buf_rects_n;
+ buf_rects_n += glyph_count;
+ stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+ int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+ stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
+
+ // Extend texture height
+ for (int i = 0; i < n; i++)
+ if (tmp.Rects[i].was_packed)
+ TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
+ }
+ IM_ASSERT(buf_rects_n == total_glyph_count);
+ IM_ASSERT(buf_packedchars_n == total_glyph_count);
+ IM_ASSERT(buf_ranges_n == total_glyph_range_count);
+
+ // Create texture
+ TexHeight = ImUpperPowerOfTwo(TexHeight);
+ TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(TexWidth * TexHeight);
+ memset(TexPixelsAlpha8, 0, TexWidth * TexHeight);
+ spc.pixels = TexPixelsAlpha8;
+ spc.height = TexHeight;
+
+ // Second pass: render characters
+ for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+ {
+ ImFontConfig& cfg = ConfigData[input_i];
+ ImFontTempBuildData& tmp = tmp_array[input_i];
+ stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+ stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+ tmp.Rects = NULL;
+ }
+
+ // End packing
+ stbtt_PackEnd(&spc);
+ ImGui::MemFree(buf_rects);
+ buf_rects = NULL;
+
+ // Third pass: setup ImFont and glyphs for runtime
+ for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+ {
+ ImFontConfig& cfg = ConfigData[input_i];
+ ImFontTempBuildData& tmp = tmp_array[input_i];
+ ImFont* dst_font = cfg.DstFont;
+
+ float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
+ int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+ stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+
+ float ascent = unscaled_ascent * font_scale;
+ float descent = unscaled_descent * font_scale;
+ if (!cfg.MergeMode)
+ {
+ dst_font->ContainerAtlas = this;
+ dst_font->ConfigData = &cfg;
+ dst_font->ConfigDataCount = 0;
+ dst_font->FontSize = cfg.SizePixels;
+ dst_font->Ascent = ascent;
+ dst_font->Descent = descent;
+ dst_font->Glyphs.resize(0);
+ }
+ dst_font->ConfigDataCount++;
+ float off_y = (cfg.MergeMode && cfg.MergeGlyphCenterV) ? (ascent - dst_font->Ascent) * 0.5f : 0.0f;
+
+ dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()
+ for (int i = 0; i < tmp.RangesCount; i++)
+ {
+ stbtt_pack_range& range = tmp.Ranges[i];
+ for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)
+ {
+ const stbtt_packedchar& pc = range.chardata_for_range[char_idx];
+ if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)
+ continue;
+
+ const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
+ if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint))
+ continue;
+
+ stbtt_aligned_quad q;
+ float dummy_x = 0.0f, dummy_y = 0.0f;
+ stbtt_GetPackedQuad(range.chardata_for_range, TexWidth, TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
+
+ dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);
+ ImFont::Glyph& glyph = dst_font->Glyphs.back();
+ glyph.Codepoint = (ImWchar)codepoint;
+ glyph.X0 = q.x0; glyph.Y0 = q.y0; glyph.X1 = q.x1; glyph.Y1 = q.y1;
+ glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1;
+ glyph.Y0 += (float)(int)(dst_font->Ascent + off_y + 0.5f);
+ glyph.Y1 += (float)(int)(dst_font->Ascent + off_y + 0.5f);
+ glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x); // Bake spacing into XAdvance
+ if (cfg.PixelSnapH)
+ glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f);
+ }
+ }
+ cfg.DstFont->BuildLookupTable();
+ }
+
+ // Cleanup temporaries
+ ImGui::MemFree(buf_packedchars);
+ ImGui::MemFree(buf_ranges);
+ ImGui::MemFree(tmp_array);
+
+ // Render into our custom data block
+ RenderCustomTexData(1, &extra_rects);
+
+ return true;
+}
+
+void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
+{
+ // . = white layer, X = black layer, others are blank
+ const int TEX_DATA_W = 90;
+ const int TEX_DATA_H = 27;
+ const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
+ {
+ "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
+ "..- -X.....X- X.X - X.X -X.....X - X.....X"
+ "--- -XXX.XXX- X...X - X...X -X....X - X....X"
+ "X - X.X - X.....X - X.....X -X...X - X...X"
+ "XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
+ "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
+ "X..X - X.X - X.X - X.X -XX X.X - X.X XX"
+ "X...X - X.X - X.X - XX X.X XX - X.X - X.X "
+ "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
+ "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
+ "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
+ "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
+ "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
+ "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
+ "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
+ "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
+ "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
+ "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
+ "X.X X..X - -X.......X- X.......X - XX XX - "
+ "XX X..X - - X.....X - X.....X - X.X X.X - "
+ " X..X - X...X - X...X - X..X X..X - "
+ " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
+ "------------ - X - X -X.....................X- "
+ " ----------------------------------- X...XXXXXXXXXXXXX...X - "
+ " - X..X X..X - "
+ " - X.X X.X - "
+ " - XX XX - "
+ };
+
+ ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
+ if (pass == 0)
+ {
+ stbrp_rect r;
+ memset(&r, 0, sizeof(r));
+ r.w = (TEX_DATA_W*2)+1;
+ r.h = TEX_DATA_H+1;
+ rects.push_back(r);
+ }
+ else if (pass == 1)
+ {
+ // Copy pixels
+ const stbrp_rect& r = rects[0];
+ for (int y = 0, n = 0; y < TEX_DATA_H; y++)
+ for (int x = 0; x < TEX_DATA_W; x++, n++)
+ {
+ const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth;
+ const int offset1 = offset0 + 1 + TEX_DATA_W;
+ TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
+ TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
+ }
+ const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
+ TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
+
+ const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
+ {
+ // Pos ........ Size ......... Offset ......
+ { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
+ { ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
+ { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
+ { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
+ { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
+ { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
+ { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
+ };
+
+ for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
+ {
+ ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
+ ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
+ const ImVec2 size = cursor_datas[type][1];
+ cursor_data.Type = type;
+ cursor_data.Size = size;
+ cursor_data.HotOffset = cursor_datas[type][2];
+ cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
+ cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
+ pos.x += TEX_DATA_W+1;
+ cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
+ cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
+ }
+ }
+}
+
+// Retrieve list of range (2 int per range, values are inclusive)
+const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesChinese()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+ 0x31F0, 0x31FF, // Katakana Phonetic Extensions
+ 0xFF00, 0xFFEF, // Half-width characters
+ 0x4e00, 0x9FAF, // CJK Ideograms
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
+{
+ // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.
+ // This encoding helps us reduce the source code size.
+ static const short offsets_from_0x4E00[] =
+ {
+ -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,
+ 4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,
+ 5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0,
+ 11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19,
+ 1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48,
+ 21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14,
+ 20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14,
+ 22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0,
+ 2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0,
+ 3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0,
+ 9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7,
+ 8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20,
+ 4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2,
+ 8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11,
+ 6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27,
+ 7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0,
+ 2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14,
+ 5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0,
+ 18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26,
+ 2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20,
+ 15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23,
+ 9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10,
+ 3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21,
+ 2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4,
+ 4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6,
+ 19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5,
+ 1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11,
+ 91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0,
+ 2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6,
+ 14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2,
+ 19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,
+ 109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
+ };
+ static int ranges_unpacked = false;
+ static ImWchar ranges[8 + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+ 0x31F0, 0x31FF, // Katakana Phonetic Extensions
+ 0xFF00, 0xFFEF, // Half-width characters
+ };
+ if (!ranges_unpacked)
+ {
+ // Unpack
+ int codepoint = 0x4e00;
+ ImWchar* dst = &ranges[8];
+ for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
+ dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
+ dst[0] = 0;
+ ranges_unpacked = true;
+ }
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
+ 0x2DE0, 0x2DFF, // Cyrillic Extended-A
+ 0xA640, 0xA69F, // Cyrillic Extended-B
+ 0,
+ };
+ return &ranges[0];
+}
+
+//-----------------------------------------------------------------------------
+// ImFont
+//-----------------------------------------------------------------------------
+
+ImFont::ImFont()
+{
+ Scale = 1.0f;
+ FallbackChar = (ImWchar)'?';
+ Clear();
+}
+
+ImFont::~ImFont()
+{
+ // Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
+ // If you want to delete fonts you need to do it between Render() and NewFrame().
+ // FIXME-CLEANUP
+ /*
+ ImGuiState& g = *GImGui;
+ if (g.Font == this)
+ g.Font = NULL;
+ */
+ Clear();
+}
+
+void ImFont::Clear()
+{
+ FontSize = 0.0f;
+ DisplayOffset = ImVec2(0.0f, 1.0f);
+ ConfigData = NULL;
+ ConfigDataCount = 0;
+ Ascent = Descent = 0.0f;
+ ContainerAtlas = NULL;
+ Glyphs.clear();
+ FallbackGlyph = NULL;
+ FallbackXAdvance = 0.0f;
+ IndexXAdvance.clear();
+ IndexLookup.clear();
+}
+
+void ImFont::BuildLookupTable()
+{
+ int max_codepoint = 0;
+ for (int i = 0; i != Glyphs.Size; i++)
+ max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+
+ IndexXAdvance.clear();
+ IndexXAdvance.resize(max_codepoint + 1);
+ IndexLookup.clear();
+ IndexLookup.resize(max_codepoint + 1);
+ for (int i = 0; i < max_codepoint + 1; i++)
+ {
+ IndexXAdvance[i] = -1.0f;
+ IndexLookup[i] = -1;
+ }
+ for (int i = 0; i < Glyphs.Size; i++)
+ {
+ int codepoint = (int)Glyphs[i].Codepoint;
+ IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
+ IndexLookup[codepoint] = i;
+ }
+
+ // Create a glyph to handle TAB
+ // FIXME: Needs proper TAB handling but it needs to be contextualized (can arbitrary say that each string starts at "column 0"
+ if (FindGlyph((unsigned short)' '))
+ {
+ if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
+ Glyphs.resize(Glyphs.Size + 1);
+ ImFont::Glyph& tab_glyph = Glyphs.back();
+ tab_glyph = *FindGlyph((unsigned short)' ');
+ tab_glyph.Codepoint = '\t';
+ tab_glyph.XAdvance *= 4;
+ IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
+ IndexLookup[(int)tab_glyph.Codepoint] = (int)(Glyphs.Size-1);
+ }
+
+ FallbackGlyph = NULL;
+ FallbackGlyph = FindGlyph(FallbackChar);
+ FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f;
+ for (int i = 0; i < max_codepoint + 1; i++)
+ if (IndexXAdvance[i] < 0.0f)
+ IndexXAdvance[i] = FallbackXAdvance;
+}
+
+void ImFont::SetFallbackChar(ImWchar c)
+{
+ FallbackChar = c;
+ BuildLookupTable();
+}
+
+const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
+{
+ if (c < IndexLookup.Size)
+ {
+ const int i = IndexLookup[c];
+ if (i != -1)
+ return &Glyphs[i];
+ }
+ return FallbackGlyph;
+}
+
+const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
+{
+ // Simple word-wrapping for English, not full-featured. Please submit failing cases!
+ // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
+
+ // For references, possible wrap point marked with ^
+ // "aaa bbb, ccc,ddd. eee fff. ggg!"
+ // ^ ^ ^ ^ ^__ ^ ^
+
+ // List of hardcoded separators: .,;!?'"
+
+ // Skip extra blanks after a line returns (that includes not counting them in width computation)
+ // e.g. "Hello world" --> "Hello" "World"
+
+ // Cut words that cannot possibly fit within one line.
+ // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+ float line_width = 0.0f;
+ float word_width = 0.0f;
+ float blank_width = 0.0f;
+
+ const char* word_end = text;
+ const char* prev_word_end = NULL;
+ bool inside_word = true;
+
+ const char* s = text;
+ while (s < text_end)
+ {
+ unsigned int c = (unsigned int)*s;
+ const char* next_s;
+ if (c < 0x80)
+ next_s = s + 1;
+ else
+ next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+ if (c == 0)
+ break;
+
+ if (c < 32)
+ {
+ if (c == '\n')
+ {
+ line_width = word_width = blank_width = 0.0f;
+ inside_word = true;
+ s = next_s;
+ continue;
+ }
+ if (c == '\r')
+ {
+ s = next_s;
+ continue;
+ }
+ }
+
+ const float char_width = ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] * scale : FallbackXAdvance;
+ if (ImCharIsSpace(c))
+ {
+ if (inside_word)
+ {
+ line_width += blank_width;
+ blank_width = 0.0f;
+ }
+ blank_width += char_width;
+ inside_word = false;
+ }
+ else
+ {
+ word_width += char_width;
+ if (inside_word)
+ {
+ word_end = next_s;
+ }
+ else
+ {
+ prev_word_end = word_end;
+ line_width += word_width + blank_width;
+ word_width = blank_width = 0.0f;
+ }
+
+ // Allow wrapping after punctuation.
+ inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"');
+ }
+
+ // We ignore blank width at the end of the line (they can be skipped)
+ if (line_width + word_width >= wrap_width)
+ {
+ // Words that cannot possibly fit within an entire line will be cut anywhere.
+ if (word_width < wrap_width)
+ s = prev_word_end ? prev_word_end : word_end;
+ break;
+ }
+
+ s = next_s;
+ }
+
+ return s;
+}
+
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
+{
+ if (!text_end)
+ text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+
+ const float line_height = size;
+ const float scale = size / FontSize;
+
+ ImVec2 text_size = ImVec2(0,0);
+ float line_width = 0.0f;
+
+ const bool word_wrap_enabled = (wrap_width > 0.0f);
+ const char* word_wrap_eol = NULL;
+
+ const char* s = text_begin;
+ while (s < text_end)
+ {
+ if (word_wrap_enabled)
+ {
+ // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+ if (!word_wrap_eol)
+ {
+ word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
+ if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+ word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+ }
+
+ if (s >= word_wrap_eol)
+ {
+ if (text_size.x < line_width)
+ text_size.x = line_width;
+ text_size.y += line_height;
+ line_width = 0.0f;
+ word_wrap_eol = NULL;
+
+ // Wrapping skips upcoming blanks
+ while (s < text_end)
+ {
+ const char c = *s;
+ if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+ }
+ continue;
+ }
+ }
+
+ // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
+ const char* prev_s = s;
+ unsigned int c = (unsigned int)*s;
+ if (c < 0x80)
+ {
+ s += 1;
+ }
+ else
+ {
+ s += ImTextCharFromUtf8(&c, s, text_end);
+ if (c == 0)
+ break;
+ }
+
+ if (c < 32)
+ {
+ if (c == '\n')
+ {
+ text_size.x = ImMax(text_size.x, line_width);
+ text_size.y += line_height;
+ line_width = 0.0f;
+ continue;
+ }
+ if (c == '\r')
+ continue;
+ }
+
+ const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
+ if (line_width + char_width >= max_width)
+ {
+ s = prev_s;
+ break;
+ }
+
+ line_width += char_width;
+ }
+
+ if (text_size.x < line_width)
+ text_size.x = line_width;
+
+ if (line_width > 0 || text_size.y == 0.0f)
+ text_size.y += line_height;
+
+ if (remaining)
+ *remaining = s;
+
+ return text_size;
+}
+
+void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, bool cpu_fine_clip) const
+{
+ if (!text_end)
+ text_end = text_begin + strlen(text_begin);
+
+ // Align to be pixel perfect
+ pos.x = (float)(int)pos.x + DisplayOffset.x;
+ pos.y = (float)(int)pos.y + DisplayOffset.y;
+ float x = pos.x;
+ float y = pos.y;
+ if (y > clip_rect.w)
+ return;
+
+ const float scale = size / FontSize;
+ const float line_height = FontSize * scale;
+ const bool word_wrap_enabled = (wrap_width > 0.0f);
+ const char* word_wrap_eol = NULL;
+
+ ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
+ ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
+ unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
+
+ const char* s = text_begin;
+ if (!word_wrap_enabled && y + line_height < clip_rect.y)
+ while (s < text_end && *s != '\n') // Fast-forward to next line
+ s++;
+ while (s < text_end)
+ {
+ if (word_wrap_enabled)
+ {
+ // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+ if (!word_wrap_eol)
+ {
+ word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
+ if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+ word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+ }
+
+ if (s >= word_wrap_eol)
+ {
+ x = pos.x;
+ y += line_height;
+ word_wrap_eol = NULL;
+
+ // Wrapping skips upcoming blanks
+ while (s < text_end)
+ {
+ const char c = *s;
+ if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+ }
+ continue;
+ }
+ }
+
+ // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
+ unsigned int c = (unsigned int)*s;
+ if (c < 0x80)
+ {
+ s += 1;
+ }
+ else
+ {
+ s += ImTextCharFromUtf8(&c, s, text_end);
+ if (c == 0)
+ break;
+ }
+
+ if (c < 32)
+ {
+ if (c == '\n')
+ {
+ x = pos.x;
+ y += line_height;
+
+ if (y > clip_rect.w)
+ break;
+ if (!word_wrap_enabled && y + line_height < clip_rect.y)
+ while (s < text_end && *s != '\n') // Fast-forward to next line
+ s++;
+ continue;
+ }
+ if (c == '\r')
+ continue;
+ }
+
+ float char_width = 0.0f;
+ if (const Glyph* glyph = FindGlyph((unsigned short)c))
+ {
+ char_width = glyph->XAdvance * scale;
+
+ // Clipping on Y is more likely
+ if (c != ' ' && c != '\t')
+ {
+ // We don't do a second finer clipping test on the Y axis (todo: do some measurement see if it is worth it, probably not)
+ float y1 = (float)(y + glyph->Y0 * scale);
+ float y2 = (float)(y + glyph->Y1 * scale);
+
+ float x1 = (float)(x + glyph->X0 * scale);
+ float x2 = (float)(x + glyph->X1 * scale);
+ if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+ {
+ // Render a character
+ float u1 = glyph->U0;
+ float v1 = glyph->V0;
+ float u2 = glyph->U1;
+ float v2 = glyph->V1;
+
+ // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads
+ if (cpu_fine_clip)
+ {
+ if (x1 < clip_rect.x)
+ {
+ u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
+ x1 = clip_rect.x;
+ }
+ if (y1 < clip_rect.y)
+ {
+ v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
+ y1 = clip_rect.y;
+ }
+ if (x2 > clip_rect.z)
+ {
+ u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
+ x2 = clip_rect.z;
+ }
+ if (y2 > clip_rect.w)
+ {
+ v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+ y2 = clip_rect.w;
+ }
+ if (y1 >= y2)
+ {
+ x += char_width;
+ continue;
+ }
+ }
+
+ // NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
+ // inlined:
+ {
+ idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
+ idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
+ vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+ vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+ vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+ vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+ vtx_write += 4;
+ vtx_current_idx += 4;
+ idx_write += 6;
+ }
+ }
+ }
+ }
+
+ x += char_width;
+ }
+
+ draw_list->_VtxWritePtr = vtx_write;
+ draw_list->_VtxCurrentIdx = vtx_current_idx;
+ draw_list->_IdxWritePtr = idx_write;
+}
+
+//-----------------------------------------------------------------------------
+// DEFAULT FONT DATA
+//-----------------------------------------------------------------------------
+// Compressed with stb_compress() then converted to a C array.
+// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
+// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
+//-----------------------------------------------------------------------------
+
+static unsigned int stb_decompress_length(unsigned char *input)
+{
+ return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
+}
+
+static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4;
+static unsigned char *stb__dout;
+static void stb__match(unsigned char *data, unsigned int length)
+{
+ // INVERSE of memmove... write each byte before copying the next...
+ IM_ASSERT (stb__dout + length <= stb__barrier);
+ if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
+ if (data < stb__barrier4) { stb__dout = stb__barrier+1; return; }
+ while (length--) *stb__dout++ = *data++;
+}
+
+static void stb__lit(unsigned char *data, unsigned int length)
+{
+ IM_ASSERT (stb__dout + length <= stb__barrier);
+ if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
+ if (data < stb__barrier2) { stb__dout = stb__barrier+1; return; }
+ memcpy(stb__dout, data, length);
+ stb__dout += length;
+}
+
+#define stb__in2(x) ((i[x] << 8) + i[(x)+1])
+#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1))
+#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1))
+
+static unsigned char *stb_decompress_token(unsigned char *i)
+{
+ if (*i >= 0x20) { // use fewer if's for cases that expand small
+ if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
+ else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
+ else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
+ } else { // more ifs for cases that expand large, since overhead is amortized
+ if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
+ else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
+ else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
+ else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
+ else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
+ else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
+ }
+ return i;
+}
+
+static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
+{
+ const unsigned long ADLER_MOD = 65521;
+ unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+ unsigned long blocklen, i;
+
+ blocklen = buflen % 5552;
+ while (buflen) {
+ for (i=0; i + 7 < blocklen; i += 8) {
+ s1 += buffer[0], s2 += s1;
+ s1 += buffer[1], s2 += s1;
+ s1 += buffer[2], s2 += s1;
+ s1 += buffer[3], s2 += s1;
+ s1 += buffer[4], s2 += s1;
+ s1 += buffer[5], s2 += s1;
+ s1 += buffer[6], s2 += s1;
+ s1 += buffer[7], s2 += s1;
+
+ buffer += 8;
+ }
+
+ for (; i < blocklen; ++i)
+ s1 += *buffer++, s2 += s1;
+
+ s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+ buflen -= blocklen;
+ blocklen = 5552;
+ }
+ return (unsigned int)(s2 << 16) + (unsigned int)s1;
+}
+
+static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length)
+{
+ unsigned int olen;
+ if (stb__in4(0) != 0x57bC0000) return 0;
+ if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
+ olen = stb_decompress_length(i);
+ stb__barrier2 = i;
+ stb__barrier3 = i+length;
+ stb__barrier = output + olen;
+ stb__barrier4 = output;
+ i += 16;
+
+ stb__dout = output;
+ for (;;) {
+ unsigned char *old_i = i;
+ i = stb_decompress_token(i);
+ if (i == old_i) {
+ if (*i == 0x05 && i[1] == 0xfa) {
+ IM_ASSERT(stb__dout == output + olen);
+ if (stb__dout != output + olen) return 0;
+ if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
+ return 0;
+ return olen;
+ } else {
+ IM_ASSERT(0); /* NOTREACHED */
+ return 0;
+ }
+ }
+ IM_ASSERT(stb__dout <= output + olen);
+ if (stb__dout > output + olen)
+ return 0;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// ProggyClean.ttf
+// Copyright (c) 2004, 2005 Tristan Grimmer
+// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
+// Download and more information at http://upperbounds.net
+//-----------------------------------------------------------------------------
+// File: 'ProggyClean.ttf' (41208 bytes)
+// Exported using binary_to_compressed_c.cpp
+//-----------------------------------------------------------------------------
+static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
+ "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
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+ "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
+ "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
+ "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
+
+static const char* GetDefaultCompressedFontDataTTFBase85()
+{
+ return proggy_clean_ttf_compressed_data_base85;
+}
diff --git a/samples/D3D12/external/imgui/imgui_internal.h b/samples/D3D12/external/imgui/imgui_internal.h
new file mode 100644
index 0000000..dc5714f
--- /dev/null
+++ b/samples/D3D12/external/imgui/imgui_internal.h
@@ -0,0 +1,664 @@
+// ImGui library v1.44
+// Internals
+// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
+
+// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+// #define IMGUI_DEFINE_MATH_OPERATORS
+
+#pragma once
+
+#include <stdio.h> // FILE*
+#include <math.h> // sqrtf()
+
+//-----------------------------------------------------------------------------
+// Forward Declarations
+//-----------------------------------------------------------------------------
+
+struct ImRect;
+struct ImGuiColMod;
+struct ImGuiStyleMod;
+struct ImGuiGroupData;
+struct ImGuiSimpleColumns;
+struct ImGuiDrawContext;
+struct ImGuiTextEditState;
+struct ImGuiIniData;
+struct ImGuiMouseCursorData;
+struct ImGuiPopupRef;
+struct ImGuiState;
+struct ImGuiWindow;
+
+typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
+typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
+
+//-------------------------------------------------------------------------
+// STB libraries
+//-------------------------------------------------------------------------
+
+namespace ImGuiStb
+{
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#endif
+
+#undef STB_TEXTEDIT_STRING
+#undef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_STRING ImGuiTextEditState
+#define STB_TEXTEDIT_CHARTYPE ImWchar
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
+#include "stb_textedit.h"
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+} // namespace ImGuiStb
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+extern ImGuiState* GImGui;
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
+#define IM_PI 3.14159265358979323846f
+
+// Helpers: UTF-8 <> wchar
+int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
+int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
+int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
+int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
+
+// Helpers: Misc
+ImU32 ImHash(const void* data, int data_size, ImU32 seed);
+bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size = NULL, int padding_bytes = 0);
+bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
+static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
+static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+
+// Helpers: String
+int ImStricmp(const char* str1, const char* str2);
+int ImStrnicmp(const char* str1, const char* str2, int count);
+char* ImStrdup(const char* str);
+int ImStrlenW(const ImWchar* str);
+const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
+const char* ImStristr(const char* haystack, const char* needle, const char* needle_end);
+int ImFormatString(char* buf, int buf_size, const char* fmt, ...);
+int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
+
+// Helpers: Math
+// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
+#ifdef IMGUI_DEFINE_MATH_OPERATORS
+static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
+static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
+static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
+static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
+static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
+static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
+static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); }
+#endif
+
+static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
+static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
+static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
+static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
+static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
+static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
+static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
+static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
+static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
+static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
+
+//-----------------------------------------------------------------------------
+// Types
+//-----------------------------------------------------------------------------
+
+enum ImGuiButtonFlags_
+{
+ ImGuiButtonFlags_Repeat = 1 << 0,
+ ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release)
+ ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release)
+ ImGuiButtonFlags_FlattenChilds = 1 << 3,
+ ImGuiButtonFlags_DontClosePopups = 1 << 4,
+ ImGuiButtonFlags_Disabled = 1 << 5,
+ ImGuiButtonFlags_AlignTextBaseLine = 1 << 6
+};
+
+enum ImGuiSelectableFlagsPrivate_
+{
+ // NB: need to be in sync with last value of ImGuiSelectableFlags_
+ ImGuiSelectableFlags_Menu = 1 << 2,
+ ImGuiSelectableFlags_MenuItem = 1 << 3,
+ ImGuiSelectableFlags_Disabled = 1 << 4,
+ ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5
+};
+
+// FIXME: this is in development, not exposed/functional as a generic feature yet.
+enum ImGuiLayoutType_
+{
+ ImGuiLayoutType_Vertical,
+ ImGuiLayoutType_Horizontal
+};
+
+enum ImGuiPlotType
+{
+ ImGuiPlotType_Lines,
+ ImGuiPlotType_Histogram
+};
+
+enum ImGuiDataType
+{
+ ImGuiDataType_Int,
+ ImGuiDataType_Float
+};
+
+// 2D axis aligned bounding-box
+// NB: we can't rely on ImVec2 math operators being available here
+struct ImRect
+{
+ ImVec2 Min; // Upper-left
+ ImVec2 Max; // Lower-right
+
+ ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
+ ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
+ ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
+ ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
+
+ ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
+ ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
+ float GetWidth() const { return Max.x-Min.x; }
+ float GetHeight() const { return Max.y-Min.y; }
+ ImVec2 GetTL() const { return Min; }
+ ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); }
+ ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); }
+ ImVec2 GetBR() const { return Max; }
+ bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
+ bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
+ bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
+ void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
+ void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
+ void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
+ void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+ void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
+ void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
+ void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
+ ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
+ {
+ if (!on_edge && Contains(p))
+ return p;
+ if (p.x > Max.x) p.x = Max.x;
+ else if (p.x < Min.x) p.x = Min.x;
+ if (p.y > Max.y) p.y = Max.y;
+ else if (p.y < Min.y) p.y = Min.y;
+ return p;
+ }
+};
+
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColMod
+{
+ ImGuiCol Col;
+ ImVec4 PreviousValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it
+struct ImGuiStyleMod
+{
+ ImGuiStyleVar Var;
+ ImVec2 PreviousValue;
+};
+
+// Stacked data for BeginGroup()/EndGroup()
+struct ImGuiGroupData
+{
+ ImVec2 BackupCursorPos;
+ ImVec2 BackupCursorMaxPos;
+ float BackupColumnsStartX;
+ float BackupCurrentLineHeight;
+ float BackupCurrentLineTextBaseOffset;
+ float BackupLogLinePosY;
+ bool AdvanceCursor;
+};
+
+// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
+struct ImGuiSimpleColumns
+{
+ int Count;
+ float Spacing;
+ float Width, NextWidth;
+ float Pos[8], NextWidths[8];
+
+ ImGuiSimpleColumns();
+ void Update(int count, float spacing, bool clear);
+ float DeclColumns(float w0, float w1, float w2);
+ float CalcExtraSpace(float avail_w);
+};
+
+// Internal state of the currently focused/edited text input box
+struct ImGuiTextEditState
+{
+ ImGuiID Id; // widget id owning the text state
+ ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
+ ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+ ImVector<char> TempTextBuffer;
+ int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
+ int BufSizeA; // end-user buffer size
+ float ScrollX;
+ ImGuiStb::STB_TexteditState StbState;
+ float CursorAnim;
+ bool CursorFollow;
+ ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
+ bool SelectedAllMouseLock;
+
+ ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
+ void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
+ bool HasSelection() const { return StbState.select_start != StbState.select_end; }
+ void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
+ void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
+ void OnKeyPressed(int key);
+};
+
+// Data saved in imgui.ini file
+struct ImGuiIniData
+{
+ char* Name;
+ ImGuiID ID;
+ ImVec2 Pos;
+ ImVec2 Size;
+ bool Collapsed;
+};
+
+// Mouse cursor data (used when io.MouseDrawCursor is set)
+struct ImGuiMouseCursorData
+{
+ ImGuiMouseCursor Type;
+ ImVec2 HotOffset;
+ ImVec2 Size;
+ ImVec2 TexUvMin[2];
+ ImVec2 TexUvMax[2];
+};
+
+// Storage for current popup stack
+struct ImGuiPopupRef
+{
+ ImGuiID PopupID; // Set on OpenPopup()
+ ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
+ ImGuiWindow* ParentWindow; // Set on OpenPopup()
+ ImGuiID ParentMenuSet; // Set on OpenPopup()
+
+ ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; }
+};
+
+// Main state for ImGui
+struct ImGuiState
+{
+ bool Initialized;
+ ImGuiIO IO;
+ ImGuiStyle Style;
+ ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
+ float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
+ float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
+ ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
+
+ float Time;
+ int FrameCount;
+ int FrameCountRendered;
+ ImVector<ImGuiWindow*> Windows;
+ ImVector<ImGuiWindow*> WindowsSortBuffer;
+ ImGuiWindow* CurrentWindow; // Being drawn into
+ ImVector<ImGuiWindow*> CurrentWindowStack;
+ ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
+ ImGuiWindow* HoveredWindow; // Will catch mouse inputs
+ ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
+ ImGuiID HoveredId; // Hovered widget
+ ImGuiID HoveredIdPreviousFrame;
+ ImGuiID ActiveId; // Active widget
+ ImGuiID ActiveIdPreviousFrame;
+ bool ActiveIdIsAlive;
+ bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
+ bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction
+ ImGuiWindow* ActiveIdWindow;
+ ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
+ ImVector<ImGuiIniData> Settings; // .ini Settings
+ float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
+ int DisableHideTextAfterDoubleHash;
+ ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
+ ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
+ ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
+ ImVector<ImGuiPopupRef> OpenedPopupStack; // Which popups are open (persistent)
+ ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
+
+ // Storage for SetNexWindow** and SetNextTreeNode*** functions
+ ImVec2 SetNextWindowPosVal;
+ ImVec2 SetNextWindowSizeVal;
+ bool SetNextWindowCollapsedVal;
+ ImGuiSetCond SetNextWindowPosCond;
+ ImGuiSetCond SetNextWindowSizeCond;
+ ImGuiSetCond SetNextWindowCollapsedCond;
+ bool SetNextWindowFocus;
+ bool SetNextTreeNodeOpenedVal;
+ ImGuiSetCond SetNextTreeNodeOpenedCond;
+
+ // Render
+ ImVector<ImDrawList*> RenderDrawLists[3];
+ float ModalWindowDarkeningRatio;
+ ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
+ ImGuiMouseCursor MouseCursor;
+ ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
+
+ // Widget state
+ ImGuiTextEditState InputTextState;
+ ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
+ ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
+ ImVec2 ActiveClickDeltaToCenter;
+ float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
+ ImVec2 DragLastMouseDelta;
+ float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
+ float DragSpeedScaleSlow;
+ float DragSpeedScaleFast;
+ float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space
+ char Tooltip[1024];
+ char* PrivateClipboard; // If no custom clipboard handler is defined
+
+ // Logging
+ bool LogEnabled;
+ FILE* LogFile; // If != NULL log to stdout/ file
+ ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+ int LogStartDepth;
+ int LogAutoExpandMaxDepth;
+
+ // Misc
+ float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
+ int FramerateSecPerFrameIdx;
+ float FramerateSecPerFrameAccum;
+ bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
+ bool CaptureKeyboardNextFrame;
+ char TempBuffer[1024*3+1]; // temporary text buffer
+
+ ImGuiState()
+ {
+ Initialized = false;
+ Font = NULL;
+ FontSize = FontBaseSize = 0.0f;
+ FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
+
+ Time = 0.0f;
+ FrameCount = 0;
+ FrameCountRendered = -1;
+ CurrentWindow = NULL;
+ FocusedWindow = NULL;
+ HoveredWindow = NULL;
+ HoveredRootWindow = NULL;
+ HoveredId = 0;
+ HoveredIdPreviousFrame = 0;
+ ActiveId = 0;
+ ActiveIdPreviousFrame = 0;
+ ActiveIdIsAlive = false;
+ ActiveIdIsJustActivated = false;
+ ActiveIdIsFocusedOnly = false;
+ ActiveIdWindow = NULL;
+ MovedWindow = NULL;
+ SettingsDirtyTimer = 0.0f;
+ DisableHideTextAfterDoubleHash = 0;
+
+ SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
+ SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
+ SetNextWindowCollapsedVal = false;
+ SetNextWindowPosCond = 0;
+ SetNextWindowSizeCond = 0;
+ SetNextWindowCollapsedCond = 0;
+ SetNextWindowFocus = false;
+ SetNextTreeNodeOpenedVal = false;
+ SetNextTreeNodeOpenedCond = 0;
+
+ ScalarAsInputTextId = 0;
+ ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f);
+ DragCurrentValue = 0.0f;
+ DragLastMouseDelta = ImVec2(0.0f, 0.0f);
+ DragSpeedDefaultRatio = 0.01f;
+ DragSpeedScaleSlow = 0.01f;
+ DragSpeedScaleFast = 10.0f;
+ ScrollbarClickDeltaToGrabCenter = 0.0f;
+ memset(Tooltip, 0, sizeof(Tooltip));
+ PrivateClipboard = NULL;
+
+ ModalWindowDarkeningRatio = 0.0f;
+ OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
+ MouseCursor = ImGuiMouseCursor_Arrow;
+
+ LogEnabled = false;
+ LogFile = NULL;
+ LogClipboard = NULL;
+ LogStartDepth = 0;
+ LogAutoExpandMaxDepth = 2;
+
+ memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+ FramerateSecPerFrameIdx = 0;
+ FramerateSecPerFrameAccum = 0.0f;
+ CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
+ }
+};
+
+// Transient per-window data, reset at the beginning of the frame
+// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
+struct ImGuiDrawContext
+{
+ ImVec2 CursorPos;
+ ImVec2 CursorPosPrevLine;
+ ImVec2 CursorStartPos;
+ ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
+ float CurrentLineHeight;
+ float CurrentLineTextBaseOffset;
+ float PrevLineHeight;
+ float PrevLineTextBaseOffset;
+ float LogLinePosY;
+ int TreeDepth;
+ ImGuiID LastItemID;
+ ImRect LastItemRect;
+ bool LastItemHoveredAndUsable;
+ bool LastItemHoveredRect;
+ bool MenuBarAppending;
+ float MenuBarOffsetX;
+ ImVector<ImGuiWindow*> ChildWindows;
+ ImGuiStorage* StateStorage;
+ ImGuiLayoutType LayoutType;
+
+ // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
+ bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
+ bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
+ float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
+ float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
+ ImVector<bool> ButtonRepeatStack;
+ ImVector<bool> AllowKeyboardFocusStack;
+ ImVector<float> ItemWidthStack;
+ ImVector<float> TextWrapPosStack;
+ ImVector<ImGuiGroupData>GroupStack;
+ ImGuiColorEditMode ColorEditMode;
+ int StackSizesBackup[6]; // Store size of various stacks for asserting
+
+ float ColumnsStartX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
+ float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
+ int ColumnsCurrent;
+ int ColumnsCount;
+ ImVec2 ColumnsStartPos;
+ float ColumnsCellMinY;
+ float ColumnsCellMaxY;
+ bool ColumnsShowBorders;
+ ImGuiID ColumnsSetID;
+ ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
+
+ ImGuiDrawContext()
+ {
+ CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
+ CurrentLineHeight = PrevLineHeight = 0.0f;
+ CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
+ LogLinePosY = -1.0f;
+ TreeDepth = 0;
+ LastItemID = 0;
+ LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
+ LastItemHoveredAndUsable = LastItemHoveredRect = false;
+ MenuBarAppending = false;
+ MenuBarOffsetX = 0.0f;
+ StateStorage = NULL;
+ LayoutType = ImGuiLayoutType_Vertical;
+ ItemWidth = 0.0f;
+ ButtonRepeat = false;
+ AllowKeyboardFocus = true;
+ TextWrapPos = -1.0f;
+ ColorEditMode = ImGuiColorEditMode_RGB;
+ memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
+
+ ColumnsStartX = 0.0f;
+ ColumnsOffsetX = 0.0f;
+ ColumnsCurrent = 0;
+ ColumnsCount = 1;
+ ColumnsStartPos = ImVec2(0.0f, 0.0f);
+ ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
+ ColumnsShowBorders = true;
+ ColumnsSetID = 0;
+ }
+};
+
+// Windows data
+struct ImGuiWindow
+{
+ char* Name;
+ ImGuiID ID;
+ ImGuiWindowFlags Flags;
+ ImVec2 PosFloat;
+ ImVec2 Pos; // Position rounded-up to nearest pixel
+ ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
+ ImVec2 SizeFull; // Size when non collapsed
+ ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
+ ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
+ ImGuiID MoveID; // == window->GetID("#MOVE")
+ float ScrollY;
+ float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
+ float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
+ bool ScrollbarY;
+ bool Active; // Set to true on Begin()
+ bool WasActive;
+ bool Accessed; // Set to true when any widget access the current window
+ bool Collapsed; // Set when collapsing window to become only title-bar
+ bool SkipItems; // == Visible && !Collapsed
+ int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+ ImGuiID PopupID; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
+ int AutoFitFramesX, AutoFitFramesY;
+ bool AutoFitOnlyGrows;
+ int AutoPosLastDirection;
+ int HiddenFrames;
+ int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
+ int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
+ int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
+ bool SetWindowPosCenterWanted;
+
+ ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
+ ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
+ ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
+ ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
+ int LastFrameDrawn;
+ float ItemWidthDefault;
+ ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
+ ImGuiStorage StateStorage;
+ float FontWindowScale; // Scale multiplier per-window
+ ImDrawList* DrawList;
+ ImGuiWindow* RootWindow;
+ ImGuiWindow* RootNonPopupWindow;
+
+ // Focus
+ int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
+ int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
+ int FocusIdxAllRequestCurrent; // Item being requested for focus
+ int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
+ int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
+ int FocusIdxTabRequestNext; // "
+
+public:
+ ImGuiWindow(const char* name);
+ ~ImGuiWindow();
+
+ ImGuiID GetID(const char* str, const char* str_end = NULL);
+ ImGuiID GetID(const void* ptr);
+
+ ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
+ float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
+ float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
+ ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
+ float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
+ ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
+ float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; }
+ ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
+ ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
+};
+
+//-----------------------------------------------------------------------------
+// Internal API
+// No guarantee of forward compatibility here.
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+ IMGUI_API ImGuiWindow* GetCurrentWindow();
+ IMGUI_API ImGuiWindow* GetParentWindow();
+ IMGUI_API void FocusWindow(ImGuiWindow* window);
+
+ IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
+ IMGUI_API void KeepAliveID(ImGuiID id);
+
+ IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
+ IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
+ IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
+ IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
+ IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
+ IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true); // Return true if focus is requested
+ IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
+ IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
+ IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
+
+ IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
+ IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
+ IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
+ IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
+ IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
+ IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
+
+ IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags = 0);
+ IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
+
+ IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, bool horizontal);
+ IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
+ IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
+
+ IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
+ IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
+ IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
+
+ IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
+ IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
+ IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
+ IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
+
+ IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
+
+ IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
+ IMGUI_API float RoundScalar(float value, int decimal_precision);
+
+} // namespace ImGuiP
+
diff --git a/samples/D3D12/external/imgui/stb_rect_pack.h b/samples/D3D12/external/imgui/stb_rect_pack.h
new file mode 100644
index 0000000..eb0ef2f
--- /dev/null
+++ b/samples/D3D12/external/imgui/stb_rect_pack.h
@@ -0,0 +1,547 @@
+// stb_rect_pack.h - v0.05 - public domain - rectangle packing
+// Sean Barrett 2014
+//
+// Useful for e.g. packing rectangular textures into an atlas.
+// Does not do rotation.
+//
+// Not necessarily the awesomest packing method, but better than
+// the totally naive one in stb_truetype (which is primarily what
+// this is meant to replace).
+//
+// Has only had a few tests run, may have issues.
+//
+// More docs to come.
+//
+// No memory allocations; uses qsort() and assert() from stdlib.
+//
+// This library currently uses the Skyline Bottom-Left algorithm.
+//
+// Please note: better rectangle packers are welcome! Please
+// implement them to the same API, but with a different init
+// function.
+//
+// Version history:
+//
+// 0.05: added STBRP_ASSERT to allow replacing assert
+// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
+// 0.01: initial release
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// INCLUDE SECTION
+//
+
+#ifndef STB_INCLUDE_STB_RECT_PACK_H
+#define STB_INCLUDE_STB_RECT_PACK_H
+
+#define STB_RECT_PACK_VERSION 1
+
+#ifdef STBRP_STATIC
+#define STBRP_DEF static
+#else
+#define STBRP_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct stbrp_context stbrp_context;
+typedef struct stbrp_node stbrp_node;
+typedef struct stbrp_rect stbrp_rect;
+
+#ifdef STBRP_LARGE_RECTS
+typedef int stbrp_coord;
+#else
+typedef unsigned short stbrp_coord;
+#endif
+
+STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
+// Assign packed locations to rectangles. The rectangles are of type
+// 'stbrp_rect' defined below, stored in the array 'rects', and there
+// are 'num_rects' many of them.
+//
+// Rectangles which are successfully packed have the 'was_packed' flag
+// set to a non-zero value and 'x' and 'y' store the minimum location
+// on each axis (i.e. bottom-left in cartesian coordinates, top-left
+// if you imagine y increasing downwards). Rectangles which do not fit
+// have the 'was_packed' flag set to 0.
+//
+// You should not try to access the 'rects' array from another thread
+// while this function is running, as the function temporarily reorders
+// the array while it executes.
+//
+// To pack into another rectangle, you need to call stbrp_init_target
+// again. To continue packing into the same rectangle, you can call
+// this function again. Calling this multiple times with multiple rect
+// arrays will probably produce worse packing results than calling it
+// a single time with the full rectangle array, but the option is
+// available.
+
+struct stbrp_rect
+{
+ // reserved for your use:
+ int id;
+
+ // input:
+ stbrp_coord w, h;
+
+ // output:
+ stbrp_coord x, y;
+ int was_packed; // non-zero if valid packing
+
+}; // 16 bytes, nominally
+
+
+STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
+// Initialize a rectangle packer to:
+// pack a rectangle that is 'width' by 'height' in dimensions
+// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
+//
+// You must call this function every time you start packing into a new target.
+//
+// There is no "shutdown" function. The 'nodes' memory must stay valid for
+// the following stbrp_pack_rects() call (or calls), but can be freed after
+// the call (or calls) finish.
+//
+// Note: to guarantee best results, either:
+// 1. make sure 'num_nodes' >= 'width'
+// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
+//
+// If you don't do either of the above things, widths will be quantized to multiples
+// of small integers to guarantee the algorithm doesn't run out of temporary storage.
+//
+// If you do #2, then the non-quantized algorithm will be used, but the algorithm
+// may run out of temporary storage and be unable to pack some rectangles.
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
+// Optionally call this function after init but before doing any packing to
+// change the handling of the out-of-temp-memory scenario, described above.
+// If you call init again, this will be reset to the default (false).
+
+
+STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
+// Optionally select which packing heuristic the library should use. Different
+// heuristics will produce better/worse results for different data sets.
+// If you call init again, this will be reset to the default.
+
+enum
+{
+ STBRP_HEURISTIC_Skyline_default=0,
+ STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
+ STBRP_HEURISTIC_Skyline_BF_sortHeight
+};
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// the details of the following structures don't matter to you, but they must
+// be visible so you can handle the memory allocations for them
+
+struct stbrp_node
+{
+ stbrp_coord x,y;
+ stbrp_node *next;
+};
+
+struct stbrp_context
+{
+ int width;
+ int height;
+ int align;
+ int init_mode;
+ int heuristic;
+ int num_nodes;
+ stbrp_node *active_head;
+ stbrp_node *free_head;
+ stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// IMPLEMENTATION SECTION
+//
+
+#ifdef STB_RECT_PACK_IMPLEMENTATION
+#include <stdlib.h>
+
+#ifndef STBRP_ASSERT
+#include <assert.h>
+#define STBRP_ASSERT assert
+#endif
+
+enum
+{
+ STBRP__INIT_skyline = 1
+};
+
+STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
+{
+ switch (context->init_mode) {
+ case STBRP__INIT_skyline:
+ STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
+ context->heuristic = heuristic;
+ break;
+ default:
+ STBRP_ASSERT(0);
+ }
+}
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
+{
+ if (allow_out_of_mem)
+ // if it's ok to run out of memory, then don't bother aligning them;
+ // this gives better packing, but may fail due to OOM (even though
+ // the rectangles easily fit). @TODO a smarter approach would be to only
+ // quantize once we've hit OOM, then we could get rid of this parameter.
+ context->align = 1;
+ else {
+ // if it's not ok to run out of memory, then quantize the widths
+ // so that num_nodes is always enough nodes.
+ //
+ // I.e. num_nodes * align >= width
+ // align >= width / num_nodes
+ // align = ceil(width/num_nodes)
+
+ context->align = (context->width + context->num_nodes-1) / context->num_nodes;
+ }
+}
+
+STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
+{
+ int i;
+#ifndef STBRP_LARGE_RECTS
+ STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
+#endif
+
+ for (i=0; i < num_nodes-1; ++i)
+ nodes[i].next = &nodes[i+1];
+ nodes[i].next = NULL;
+ context->init_mode = STBRP__INIT_skyline;
+ context->heuristic = STBRP_HEURISTIC_Skyline_default;
+ context->free_head = &nodes[0];
+ context->active_head = &context->extra[0];
+ context->width = width;
+ context->height = height;
+ context->num_nodes = num_nodes;
+ stbrp_setup_allow_out_of_mem(context, 0);
+
+ // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
+ context->extra[0].x = 0;
+ context->extra[0].y = 0;
+ context->extra[0].next = &context->extra[1];
+ context->extra[1].x = (stbrp_coord) width;
+#ifdef STBRP_LARGE_RECTS
+ context->extra[1].y = (1<<30);
+#else
+ context->extra[1].y = 65535;
+#endif
+ context->extra[1].next = NULL;
+}
+
+// find minimum y position if it starts at x1
+static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
+{
+ (void)c;
+ stbrp_node *node = first;
+ int x1 = x0 + width;
+ int min_y, visited_width, waste_area;
+ STBRP_ASSERT(first->x <= x0);
+
+ #if 0
+ // skip in case we're past the node
+ while (node->next->x <= x0)
+ ++node;
+ #else
+ STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
+ #endif
+
+ STBRP_ASSERT(node->x <= x0);
+
+ min_y = 0;
+ waste_area = 0;
+ visited_width = 0;
+ while (node->x < x1) {
+ if (node->y > min_y) {
+ // raise min_y higher.
+ // we've accounted for all waste up to min_y,
+ // but we'll now add more waste for everything we've visted
+ waste_area += visited_width * (node->y - min_y);
+ min_y = node->y;
+ // the first time through, visited_width might be reduced
+ if (node->x < x0)
+ visited_width += node->next->x - x0;
+ else
+ visited_width += node->next->x - node->x;
+ } else {
+ // add waste area
+ int under_width = node->next->x - node->x;
+ if (under_width + visited_width > width)
+ under_width = width - visited_width;
+ waste_area += under_width * (min_y - node->y);
+ visited_width += under_width;
+ }
+ node = node->next;
+ }
+
+ *pwaste = waste_area;
+ return min_y;
+}
+
+typedef struct
+{
+ int x,y;
+ stbrp_node **prev_link;
+} stbrp__findresult;
+
+static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
+{
+ int best_waste = (1<<30), best_x, best_y = (1 << 30);
+ stbrp__findresult fr;
+ stbrp_node **prev, *node, *tail, **best = NULL;
+
+ // align to multiple of c->align
+ width = (width + c->align - 1);
+ width -= width % c->align;
+ STBRP_ASSERT(width % c->align == 0);
+
+ node = c->active_head;
+ prev = &c->active_head;
+ while (node->x + width <= c->width) {
+ int y,waste;
+ y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
+ if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
+ // bottom left
+ if (y < best_y) {
+ best_y = y;
+ best = prev;
+ }
+ } else {
+ // best-fit
+ if (y + height <= c->height) {
+ // can only use it if it first vertically
+ if (y < best_y || (y == best_y && waste < best_waste)) {
+ best_y = y;
+ best_waste = waste;
+ best = prev;
+ }
+ }
+ }
+ prev = &node->next;
+ node = node->next;
+ }
+
+ best_x = (best == NULL) ? 0 : (*best)->x;
+
+ // if doing best-fit (BF), we also have to try aligning right edge to each node position
+ //
+ // e.g, if fitting
+ //
+ // ____________________
+ // |____________________|
+ //
+ // into
+ //
+ // | |
+ // | ____________|
+ // |____________|
+ //
+ // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
+ //
+ // This makes BF take about 2x the time
+
+ if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
+ tail = c->active_head;
+ node = c->active_head;
+ prev = &c->active_head;
+ // find first node that's admissible
+ while (tail->x < width)
+ tail = tail->next;
+ while (tail) {
+ int xpos = tail->x - width;
+ int y,waste;
+ STBRP_ASSERT(xpos >= 0);
+ // find the left position that matches this
+ while (node->next->x <= xpos) {
+ prev = &node->next;
+ node = node->next;
+ }
+ STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
+ y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
+ if (y + height < c->height) {
+ if (y <= best_y) {
+ if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
+ best_x = xpos;
+ STBRP_ASSERT(y <= best_y);
+ best_y = y;
+ best_waste = waste;
+ best = prev;
+ }
+ }
+ }
+ tail = tail->next;
+ }
+ }
+
+ fr.prev_link = best;
+ fr.x = best_x;
+ fr.y = best_y;
+ return fr;
+}
+
+static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
+{
+ // find best position according to heuristic
+ stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
+ stbrp_node *node, *cur;
+
+ // bail if:
+ // 1. it failed
+ // 2. the best node doesn't fit (we don't always check this)
+ // 3. we're out of memory
+ if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
+ res.prev_link = NULL;
+ return res;
+ }
+
+ // on success, create new node
+ node = context->free_head;
+ node->x = (stbrp_coord) res.x;
+ node->y = (stbrp_coord) (res.y + height);
+
+ context->free_head = node->next;
+
+ // insert the new node into the right starting point, and
+ // let 'cur' point to the remaining nodes needing to be
+ // stiched back in
+
+ cur = *res.prev_link;
+ if (cur->x < res.x) {
+ // preserve the existing one, so start testing with the next one
+ stbrp_node *next = cur->next;
+ cur->next = node;
+ cur = next;
+ } else {
+ *res.prev_link = node;
+ }
+
+ // from here, traverse cur and free the nodes, until we get to one
+ // that shouldn't be freed
+ while (cur->next && cur->next->x <= res.x + width) {
+ stbrp_node *next = cur->next;
+ // move the current node to the free list
+ cur->next = context->free_head;
+ context->free_head = cur;
+ cur = next;
+ }
+
+ // stitch the list back in
+ node->next = cur;
+
+ if (cur->x < res.x + width)
+ cur->x = (stbrp_coord) (res.x + width);
+
+#ifdef _DEBUG
+ cur = context->active_head;
+ while (cur->x < context->width) {
+ STBRP_ASSERT(cur->x < cur->next->x);
+ cur = cur->next;
+ }
+ STBRP_ASSERT(cur->next == NULL);
+
+ {
+ 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;
+ }
+ STBRP_ASSERT(count == context->num_nodes+2);
+ }
+#endif
+
+ return res;
+}
+
+static int rect_height_compare(const void *a, const void *b)
+{
+ stbrp_rect *p = (stbrp_rect *) a;
+ stbrp_rect *q = (stbrp_rect *) b;
+ if (p->h > q->h)
+ return -1;
+ if (p->h < q->h)
+ return 1;
+ return (p->w > q->w) ? -1 : (p->w < q->w);
+}
+
+static int rect_width_compare(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;
+ return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
+}
+
+#ifdef STBRP_LARGE_RECTS
+#define STBRP__MAXVAL 0xffffffff
+#else
+#define STBRP__MAXVAL 0xffff
+#endif
+
+STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
+{
+ int i;
+
+ // we use the 'was_packed' field internally to allow sorting/unsorting
+ for (i=0; i < num_rects; ++i) {
+ rects[i].was_packed = i;
+ #ifndef STBRP_LARGE_RECTS
+ STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
+ #endif
+ }
+
+ // sort according to heuristic
+ qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare);
+
+ for (i=0; i < num_rects; ++i) {
+ stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
+ if (fr.prev_link) {
+ rects[i].x = (stbrp_coord) fr.x;
+ rects[i].y = (stbrp_coord) fr.y;
+ } else {
+ rects[i].x = rects[i].y = STBRP__MAXVAL;
+ }
+ }
+
+ // unsort
+ qsort(rects, num_rects, sizeof(rects[0]), rect_original_order);
+
+ // set was_packed flags
+ for (i=0; i < num_rects; ++i)
+ rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
+}
+#endif
diff --git a/samples/D3D12/external/imgui/stb_textedit.h b/samples/D3D12/external/imgui/stb_textedit.h
new file mode 100644
index 0000000..3972c0f
--- /dev/null
+++ b/samples/D3D12/external/imgui/stb_textedit.h
@@ -0,0 +1,1261 @@
+// [ImGui] this is a slightly modified version of stb_truetype.h 1.4
+// [ImGui] we made a fix for using the END key on multi-line text edit, see https://github.com/ocornut/imgui/issues/275
+
+// stb_textedit.h - v1.4 - public domain - Sean Barrett
+// Development of this library was sponsored by RAD Game Tools
+//
+// This C header file implements the guts of a multi-line text-editing
+// widget; you implement display, word-wrapping, and low-level string
+// insertion/deletion, and stb_textedit will map user inputs into
+// insertions & deletions, plus updates to the cursor position,
+// selection state, and undo state.
+//
+// It is intended for use in games and other systems that need to build
+// their own custom widgets and which do not have heavy text-editing
+// requirements (this library is not recommended for use for editing large
+// texts, as its performance does not scale and it has limited undo).
+//
+// Non-trivial behaviors are modelled after Windows text controls.
+//
+//
+// LICENSE
+//
+// This software has been placed in the public domain by its author.
+// Where that dedication is not recognized, you are granted a perpetual,
+// irrevocable license to copy and modify this file as you see fit.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove'. Uses no other functions.
+// Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+// 1.4 (2014-08-17) fix signed/unsigned warnings
+// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
+// 1.2 (2014-05-27) fix some RAD types that had crept into the new code
+// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
+// 1.0 (2012-07-26) improve documentation, initial public release
+// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode
+// 0.2 (2011-11-28) fixes to undo/redo
+// 0.1 (2010-07-08) initial version
+//
+// ADDITIONAL CONTRIBUTORS
+//
+// Ulf Winklemann: move-by-word in 1.1
+// Scott Graham: mouse selection bugfix in 1.3
+//
+// USAGE
+//
+// This file behaves differently depending on what symbols you define
+// before including it.
+//
+//
+// Header-file mode:
+//
+// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
+// it will operate in "header file" mode. In this mode, it declares a
+// single public symbol, STB_TexteditState, which encapsulates the current
+// state of a text widget (except for the string, which you will store
+// separately).
+//
+// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
+// primitive type that defines a single character (e.g. char, wchar_t, etc).
+//
+// To save space or increase undo-ability, you can optionally define the
+// following things that are used by the undo system:
+//
+// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position
+// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
+// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
+//
+// If you don't define these, they are set to permissive types and
+// moderate sizes. The undo system does no memory allocations, so
+// it grows STB_TexteditState by the worst-case storage which is (in bytes):
+//
+// [4 + sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
+// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT
+//
+//
+// Implementation mode:
+//
+// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
+// will compile the implementation of the text edit widget, depending
+// on a large number of symbols which must be defined before the include.
+//
+// The implementation is defined only as static functions. You will then
+// need to provide your own APIs in the same file which will access the
+// static functions.
+//
+// The basic concept is that you provide a "string" object which
+// behaves like an array of characters. stb_textedit uses indices to
+// refer to positions in the string, implicitly representing positions
+// in the displayed textedit. This is true for both plain text and
+// rich text; even with rich text stb_truetype interacts with your
+// code as if there was an array of all the displayed characters.
+//
+// Symbols that must be the same in header-file and implementation mode:
+//
+// STB_TEXTEDIT_CHARTYPE the character type
+// STB_TEXTEDIT_POSITIONTYPE small type that a valid cursor position
+// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
+// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
+//
+// Symbols you must define for implementation mode:
+//
+// STB_TEXTEDIT_STRING the type of object representing a string being edited,
+// typically this is a wrapper object with other data you need
+//
+// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1))
+// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters
+// starting from character #n (see discussion below)
+// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character
+// to the xpos of the i+1'th char for a line of characters
+// starting at character #n (i.e. accounts for kerning
+// with previous char)
+// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character
+// (return type is int, -1 means not valid to insert)
+// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based
+// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
+// as manually wordwrapping for end-of-line positioning
+//
+// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
+// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//
+// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
+//
+// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left
+// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
+// STB_TEXTEDIT_K_UP keyboard input to move cursor up
+// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
+// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
+// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
+// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
+// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END
+// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor
+// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor
+// STB_TEXTEDIT_K_UNDO keyboard input to perform undo
+// STB_TEXTEDIT_K_REDO keyboard input to perform redo
+//
+// Optional:
+// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode
+// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'),
+// required for WORDLEFT/WORDRIGHT
+// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT
+// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT
+//
+// Todo:
+// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
+// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
+//
+// Keyboard input must be encoded as a single integer value; e.g. a character code
+// and some bitflags that represent shift states. to simplify the interface, SHIFT must
+// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
+// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+//
+// You can encode other things, such as CONTROL or ALT, in additional bits, and
+// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
+// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
+// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
+// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
+// API below. The control keys will only match WM_KEYDOWN events because of the
+// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
+// bit so it only decodes WM_CHAR events.
+//
+// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
+// row of characters assuming they start on the i'th character--the width and
+// the height and the number of characters consumed. This allows this library
+// to traverse the entire layout incrementally. You need to compute word-wrapping
+// here.
+//
+// Each textfield keeps its own insert mode state, which is not how normal
+// applications work. To keep an app-wide insert mode, update/copy the
+// "insert_mode" field of STB_TexteditState before/after calling API functions.
+//
+// API
+//
+// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+//
+// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+//
+// Each of these functions potentially updates the string and updates the
+// state.
+//
+// initialize_state:
+// set the textedit state to a known good default state when initially
+// constructing the textedit.
+//
+// click:
+// call this with the mouse x,y on a mouse down; it will update the cursor
+// and reset the selection start/end to the cursor point. the x,y must
+// be relative to the text widget, with (0,0) being the top left.
+//
+// drag:
+// call this with the mouse x,y on a mouse drag/up; it will update the
+// cursor and the selection end point
+//
+// cut:
+// call this to delete the current selection; returns true if there was
+// one. you should FIRST copy the current selection to the system paste buffer.
+// (To copy, just copy the current selection out of the string yourself.)
+//
+// paste:
+// call this to paste text at the current cursor point or over the current
+// selection if there is one.
+//
+// key:
+// call this for keyboard inputs sent to the textfield. you can use it
+// for "key down" events or for "translated" key events. if you need to
+// do both (as in Win32), or distinguish Unicode characters from control
+// inputs, set a high bit to distinguish the two; then you can define the
+// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
+// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
+// clear.
+//
+// When rendering, you can read the cursor position and selection state from
+// the STB_TexteditState.
+//
+//
+// Notes:
+//
+// This is designed to be usable in IMGUI, so it allows for the possibility of
+// running in an IMGUI that has NOT cached the multi-line layout. For this
+// reason, it provides an interface that is compatible with computing the
+// layout incrementally--we try to make sure we make as few passes through
+// as possible. (For example, to locate the mouse pointer in the text, we
+// could define functions that return the X and Y positions of characters
+// and binary search Y and then X, but if we're doing dynamic layout this
+// will run the layout algorithm many times, so instead we manually search
+// forward in one pass. Similar logic applies to e.g. up-arrow and
+// down-arrow movement.)
+//
+// If it's run in a widget that *has* cached the layout, then this is less
+// efficient, but it's not horrible on modern computers. But you wouldn't
+// want to edit million-line files with it.
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+//// Header-file mode
+////
+////
+
+#ifndef INCLUDE_STB_TEXTEDIT_H
+#define INCLUDE_STB_TEXTEDIT_H
+
+////////////////////////////////////////////////////////////////////////
+//
+// STB_TexteditState
+//
+// Definition of STB_TexteditState which you should store
+// per-textfield; it includes cursor position, selection state,
+// and undo state.
+//
+
+#ifndef STB_TEXTEDIT_UNDOSTATECOUNT
+#define STB_TEXTEDIT_UNDOSTATECOUNT 99
+#endif
+#ifndef STB_TEXTEDIT_UNDOCHARCOUNT
+#define STB_TEXTEDIT_UNDOCHARCOUNT 999
+#endif
+#ifndef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_CHARTYPE int
+#endif
+#ifndef STB_TEXTEDIT_POSITIONTYPE
+#define STB_TEXTEDIT_POSITIONTYPE int
+#endif
+
+typedef struct
+{
+ // private data
+ STB_TEXTEDIT_POSITIONTYPE where;
+ short insert_length;
+ short delete_length;
+ short char_storage;
+} StbUndoRecord;
+
+typedef struct
+{
+ // private data
+ StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];
+ STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
+ short undo_point, redo_point;
+ short undo_char_point, redo_char_point;
+} StbUndoState;
+
+typedef struct
+{
+ /////////////////////
+ //
+ // public data
+ //
+
+ int cursor;
+ // position of the text cursor within the string
+
+ int select_start; // selection start point
+ int select_end;
+ // selection start and end point in characters; if equal, no selection.
+ // note that start may be less than or greater than end (e.g. when
+ // dragging the mouse, start is where the initial click was, and you
+ // can drag in either direction)
+
+ unsigned char insert_mode;
+ // each textfield keeps its own insert mode state. to keep an app-wide
+ // insert mode, copy this value in/out of the app state
+
+ /////////////////////
+ //
+ // private data
+ //
+ unsigned char cursor_at_end_of_line; // not implemented yet
+ unsigned char initialized;
+ unsigned char has_preferred_x;
+ unsigned char single_line;
+ unsigned char padding1, padding2, padding3;
+ float preferred_x; // this determines where the cursor up/down tries to seek to along x
+ StbUndoState undostate;
+} STB_TexteditState;
+
+
+////////////////////////////////////////////////////////////////////////
+//
+// StbTexteditRow
+//
+// Result of layout query, used by stb_textedit to determine where
+// the text in each row is.
+
+// result of layout query
+typedef struct
+{
+ float x0,x1; // starting x location, end x location (allows for align=right, etc)
+ float baseline_y_delta; // position of baseline relative to previous row's baseline
+ float ymin,ymax; // height of row above and below baseline
+ int num_chars;
+} StbTexteditRow;
+#endif //INCLUDE_STB_TEXTEDIT_H
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+//// Implementation mode
+////
+////
+
+
+// implementation isn't include-guarded, since it might have indirectly
+// included just the "header" portion
+#ifdef STB_TEXTEDIT_IMPLEMENTATION
+
+#include <string.h> // memmove
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Mouse input handling
+//
+
+// traverse the layout to locate the nearest character to a display position
+static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
+{
+ StbTexteditRow r;
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ float base_y = 0, prev_x;
+ int i=0, k;
+
+ if (y < 0)
+ return 0;
+
+ r.x0 = r.x1 = 0;
+ r.ymin = r.ymax = 0;
+ r.num_chars = 0;
+
+ // search rows to find one that straddles 'y'
+ while (i < n) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ if (r.num_chars <= 0)
+ return n;
+
+ if (y < base_y + r.ymax)
+ break;
+
+ i += r.num_chars;
+ base_y += r.baseline_y_delta;
+ }
+
+ // below all text, return 'after' last character
+ if (i >= n)
+ return n;
+
+ // check if it's before the beginning of the line
+ if (x < r.x0)
+ return i;
+
+ // check if it's before the end of the line
+ if (x < r.x1) {
+ // search characters in row for one that straddles 'x'
+ k = i;
+ prev_x = r.x0;
+ for (i=0; i < r.num_chars; ++i) {
+ float w = STB_TEXTEDIT_GETWIDTH(str, k, i);
+ if (x < prev_x+w) {
+ if (x < prev_x+w/2)
+ return k+i;
+ else
+ return k+i+1;
+ }
+ prev_x += w;
+ }
+ // shouldn't happen, but if it does, fall through to end-of-line case
+ }
+
+ // if the last character is a newline, return that. otherwise return 'after' the last character
+ if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
+ return i+r.num_chars-1;
+ else
+ return i+r.num_chars;
+}
+
+// API click: on mouse down, move the cursor to the clicked location, and reset the selection
+static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+ state->cursor = stb_text_locate_coord(str, x, y);
+ state->select_start = state->cursor;
+ state->select_end = state->cursor;
+ state->has_preferred_x = 0;
+}
+
+// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
+static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+ int p = stb_text_locate_coord(str, x, y);
+ state->cursor = state->select_end = p;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Keyboard input handling
+//
+
+// forward declarations
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
+
+typedef struct
+{
+ float x,y; // position of n'th character
+ float height; // height of line
+ int first_char, length; // first char of row, and length
+ int prev_first; // first char of previous row
+} StbFindState;
+
+// find the x/y location of a character, and remember info about the previous row in
+// case we get a move-up event (for page up, we'll have to rescan)
+static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)
+{
+ StbTexteditRow r;
+ int prev_start = 0;
+ int z = STB_TEXTEDIT_STRINGLEN(str);
+ int i=0, first;
+
+ if (n == z) {
+ // if it's at the end, then find the last line -- simpler than trying to
+ // explicitly handle this case in the regular code
+ if (single_line) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+ find->y = 0;
+ find->first_char = 0;
+ find->length = z;
+ find->height = r.ymax - r.ymin;
+ find->x = r.x1;
+ } else {
+ find->y = 0;
+ find->x = 0;
+ find->height = 1;
+ while (i < z) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ prev_start = i;
+ i += r.num_chars;
+ }
+ find->first_char = i;
+ find->length = 0;
+ find->prev_first = prev_start;
+ }
+ return;
+ }
+
+ // search rows to find the one that straddles character n
+ find->y = 0;
+
+ for(;;) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ if (n < i + r.num_chars)
+ break;
+ prev_start = i;
+ i += r.num_chars;
+ find->y += r.baseline_y_delta;
+ }
+
+ find->first_char = first = i;
+ find->length = r.num_chars;
+ find->height = r.ymax - r.ymin;
+ find->prev_first = prev_start;
+
+ // now scan to find xpos
+ find->x = r.x0;
+ i = 0;
+ for (i=0; first+i < n; ++i)
+ find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
+}
+
+#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end)
+
+// make the selection/cursor state valid if client altered the string
+static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ if (state->select_start > n) state->select_start = n;
+ if (state->select_end > n) state->select_end = n;
+ // if clamping forced them to be equal, move the cursor to match
+ if (state->select_start == state->select_end)
+ state->cursor = state->select_start;
+ }
+ if (state->cursor > n) state->cursor = n;
+}
+
+// delete characters while updating undo
+static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
+{
+ stb_text_makeundo_delete(str, state, where, len);
+ STB_TEXTEDIT_DELETECHARS(str, where, len);
+ state->has_preferred_x = 0;
+}
+
+// delete the section
+static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ stb_textedit_clamp(str, state);
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ if (state->select_start < state->select_end) {
+ stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
+ state->select_end = state->cursor = state->select_start;
+ } else {
+ stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
+ state->select_start = state->cursor = state->select_end;
+ }
+ state->has_preferred_x = 0;
+ }
+}
+
+// canoncialize the selection so start <= end
+static void stb_textedit_sortselection(STB_TexteditState *state)
+{
+ if (state->select_end < state->select_start) {
+ int temp = state->select_end;
+ state->select_end = state->select_start;
+ state->select_start = temp;
+ }
+}
+
+// move cursor to first character of selection
+static void stb_textedit_move_to_first(STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_sortselection(state);
+ state->cursor = state->select_start;
+ state->select_end = state->select_start;
+ state->has_preferred_x = 0;
+ }
+}
+
+// move cursor to last character of selection
+static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_sortselection(state);
+ stb_textedit_clamp(str, state);
+ state->cursor = state->select_end;
+ state->select_start = state->select_end;
+ state->has_preferred_x = 0;
+ }
+}
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+static int is_word_boundary( STB_TEXTEDIT_STRING *_str, int _idx )
+{
+ return _idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str,_idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str, _idx) ) ) : 1;
+}
+
+static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
+{
+ int c = _state->cursor - 1;
+ while( c >= 0 && !is_word_boundary( _str, c ) )
+ --c;
+
+ if( c < 0 )
+ c = 0;
+
+ return c;
+}
+
+static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
+{
+ const int len = STB_TEXTEDIT_STRINGLEN(_str);
+ int c = _state->cursor+1;
+ while( c < len && !is_word_boundary( _str, c ) )
+ ++c;
+
+ if( c > len )
+ c = len;
+
+ return c;
+}
+#endif
+
+// update selection and cursor to match each other
+static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
+{
+ if (!STB_TEXT_HAS_SELECTION(state))
+ state->select_start = state->select_end = state->cursor;
+ else
+ state->cursor = state->select_end;
+}
+
+// API cut: delete selection
+static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_delete_selection(str,state); // implicity clamps
+ state->has_preferred_x = 0;
+ return 1;
+ }
+ return 0;
+}
+
+// API paste: replace existing selection with passed-in text
+static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)
+{
+ STB_TEXTEDIT_CHARTYPE *text = (STB_TEXTEDIT_CHARTYPE *) ctext;
+ // if there's a selection, the paste should delete it
+ stb_textedit_clamp(str, state);
+ stb_textedit_delete_selection(str,state);
+ // try to insert the characters
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+ stb_text_makeundo_insert(state, state->cursor, len);
+ state->cursor += len;
+ state->has_preferred_x = 0;
+ return 1;
+ }
+ // remove the undo since we didn't actually insert the characters
+ if (state->undostate.undo_point)
+ --state->undostate.undo_point;
+ return 0;
+}
+
+// API key: process a keyboard input
+static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+{
+retry:
+ switch (key) {
+ default: {
+ int c = STB_TEXTEDIT_KEYTOTEXT(key);
+ if (c > 0) {
+ STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;
+
+ // can't add newline in single-line mode
+ if (c == '\n' && state->single_line)
+ break;
+
+ if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
+ stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
+ STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+ ++state->cursor;
+ state->has_preferred_x = 0;
+ }
+ } else {
+ stb_textedit_delete_selection(str,state); // implicity clamps
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+ stb_text_makeundo_insert(state, state->cursor, 1);
+ ++state->cursor;
+ state->has_preferred_x = 0;
+ }
+ }
+ }
+ break;
+ }
+
+#ifdef STB_TEXTEDIT_K_INSERT
+ case STB_TEXTEDIT_K_INSERT:
+ state->insert_mode = !state->insert_mode;
+ break;
+#endif
+
+ case STB_TEXTEDIT_K_UNDO:
+ stb_text_undo(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_REDO:
+ stb_text_redo(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_LEFT:
+ // if currently there's a selection, move cursor to start of selection
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+ else
+ if (state->cursor > 0)
+ --state->cursor;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_RIGHT:
+ // if currently there's a selection, move cursor to end of selection
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str, state);
+ else
+ ++state->cursor;
+ stb_textedit_clamp(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_clamp(str, state);
+ stb_textedit_prep_selection_at_cursor(state);
+ // move selection left
+ if (state->select_end > 0)
+ --state->select_end;
+ state->cursor = state->select_end;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+ case STB_TEXTEDIT_K_WORDLEFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+ else {
+ state->cursor = stb_textedit_move_to_word_previous(str, state);
+ stb_textedit_clamp( str, state );
+ }
+ break;
+
+ case STB_TEXTEDIT_K_WORDRIGHT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str, state);
+ else {
+ state->cursor = stb_textedit_move_to_word_next(str, state);
+ stb_textedit_clamp( str, state );
+ }
+ break;
+
+ case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
+ if( !STB_TEXT_HAS_SELECTION( state ) )
+ stb_textedit_prep_selection_at_cursor(state);
+
+ state->cursor = stb_textedit_move_to_word_previous(str, state);
+ state->select_end = state->cursor;
+
+ stb_textedit_clamp( str, state );
+ break;
+
+ case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
+ if( !STB_TEXT_HAS_SELECTION( state ) )
+ stb_textedit_prep_selection_at_cursor(state);
+
+ state->cursor = stb_textedit_move_to_word_next(str, state);
+ state->select_end = state->cursor;
+
+ stb_textedit_clamp( str, state );
+ break;
+#endif
+
+ case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ // move selection right
+ ++state->select_end;
+ stb_textedit_clamp(str, state);
+ state->cursor = state->select_end;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_DOWN:
+ case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+ if (state->single_line) {
+ // on windows, up&down in single-line behave like left&right
+ key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
+ goto retry;
+ }
+
+ if (sel)
+ stb_textedit_prep_selection_at_cursor(state);
+ else if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str,state);
+
+ // compute current position of cursor point
+ stb_textedit_clamp(str, state);
+ stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+ // now find character position down a row
+ if (find.length) {
+ float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+ float x;
+ int start = find.first_char + find.length;
+ state->cursor = start;
+ STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+ x = row.x0;
+ for (i=0; i < row.num_chars; ++i) {
+ float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+ #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+ if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+ break;
+ #endif
+ x += dx;
+ if (x > goal_x)
+ break;
+ ++state->cursor;
+ }
+ stb_textedit_clamp(str, state);
+
+ state->has_preferred_x = 1;
+ state->preferred_x = goal_x;
+
+ if (sel)
+ state->select_end = state->cursor;
+ }
+ break;
+ }
+
+ case STB_TEXTEDIT_K_UP:
+ case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+ if (state->single_line) {
+ // on windows, up&down become left&right
+ key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
+ goto retry;
+ }
+
+ if (sel)
+ stb_textedit_prep_selection_at_cursor(state);
+ else if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+
+ // compute current position of cursor point
+ stb_textedit_clamp(str, state);
+ stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+ // can only go up if there's a previous row
+ if (find.prev_first != find.first_char) {
+ // now find character position up a row
+ float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+ float x;
+ state->cursor = find.prev_first;
+ STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+ x = row.x0;
+ for (i=0; i < row.num_chars; ++i) {
+ float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+ #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+ if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+ break;
+ #endif
+ x += dx;
+ if (x > goal_x)
+ break;
+ ++state->cursor;
+ }
+ stb_textedit_clamp(str, state);
+
+ state->has_preferred_x = 1;
+ state->preferred_x = goal_x;
+
+ if (sel)
+ state->select_end = state->cursor;
+ }
+ break;
+ }
+
+ case STB_TEXTEDIT_K_DELETE:
+ case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_delete_selection(str, state);
+ else {
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ if (state->cursor < n)
+ stb_textedit_delete(str, state, state->cursor, 1);
+ }
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_BACKSPACE:
+ case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_delete_selection(str, state);
+ else {
+ stb_textedit_clamp(str, state);
+ if (state->cursor > 0) {
+ stb_textedit_delete(str, state, state->cursor-1, 1);
+ --state->cursor;
+ }
+ }
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_TEXTSTART:
+ state->cursor = state->select_start = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_TEXTEND:
+ state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+ state->select_start = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ state->cursor = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
+ state->has_preferred_x = 0;
+ break;
+
+
+ case STB_TEXTEDIT_K_LINESTART: {
+ StbFindState find;
+ 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;
+ state->has_preferred_x = 0;
+ break;
+ }
+
+ case STB_TEXTEDIT_K_LINEEND: {
+ StbFindState find;
+ 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 + find.length;
+ if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
+ state->cursor--;
+ state->has_preferred_x = 0;
+ break;
+ }
+
+ case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ 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;
+ state->has_preferred_x = 0;
+ break;
+ }
+
+ case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ 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 + find.length;
+ if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
+ state->cursor = state->select_end = state->cursor - 1;
+ state->has_preferred_x = 0;
+ break;
+ }
+
+// @TODO:
+// STB_TEXTEDIT_K_PGUP - move cursor up a page
+// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Undo processing
+//
+// @OPTIMIZE: the undo/redo buffer should be circular
+
+static void stb_textedit_flush_redo(StbUndoState *state)
+{
+ state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+ state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+}
+
+// discard the oldest entry in the undo list
+static void stb_textedit_discard_undo(StbUndoState *state)
+{
+ if (state->undo_point > 0) {
+ // if the 0th undo state has characters, clean those up
+ if (state->undo_rec[0].char_storage >= 0) {
+ int n = state->undo_rec[0].insert_length, i;
+ // delete n characters from all other records
+ state->undo_char_point = state->undo_char_point - (short) n; // vsnet05
+ memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
+ for (i=0; i < state->undo_point; ++i)
+ if (state->undo_rec[i].char_storage >= 0)
+ state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
+ }
+ --state->undo_point;
+ memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
+ }
+}
+
+// discard the oldest entry in the redo list--it's bad if this
+// ever happens, but because undo & redo have to store the actual
+// characters in different cases, the redo character buffer can
+// fill up even though the undo buffer didn't
+static void stb_textedit_discard_redo(StbUndoState *state)
+{
+ int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;
+
+ if (state->redo_point <= k) {
+ // if the k'th undo state has characters, clean those up
+ if (state->undo_rec[k].char_storage >= 0) {
+ int n = state->undo_rec[k].insert_length, i;
+ // delete n characters from all other records
+ state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
+ 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)));
+ 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
+ }
+ ++state->redo_point;
+ 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])));
+ }
+}
+
+static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
+{
+ // any time we create a new undo record, we discard redo
+ stb_textedit_flush_redo(state);
+
+ // if we have no free records, we have to make room, by sliding the
+ // existing records down
+ if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ stb_textedit_discard_undo(state);
+
+ // if the characters to store won't possibly fit in the buffer, we can't undo
+ if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {
+ state->undo_point = 0;
+ state->undo_char_point = 0;
+ return NULL;
+ }
+
+ // if we don't have enough free characters in the buffer, we have to make room
+ while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)
+ stb_textedit_discard_undo(state);
+
+ return &state->undo_rec[state->undo_point++];
+}
+
+static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
+{
+ StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
+ if (r == NULL)
+ return NULL;
+
+ r->where = pos;
+ r->insert_length = (short) insert_len;
+ r->delete_length = (short) delete_len;
+
+ if (insert_len == 0) {
+ r->char_storage = -1;
+ return NULL;
+ } else {
+ r->char_storage = state->undo_char_point;
+ state->undo_char_point = state->undo_char_point + (short) insert_len;
+ return &state->undo_char[r->char_storage];
+ }
+}
+
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ StbUndoState *s = &state->undostate;
+ StbUndoRecord u, *r;
+ if (s->undo_point == 0)
+ return;
+
+ // we need to do two things: apply the undo record, and create a redo record
+ u = s->undo_rec[s->undo_point-1];
+ r = &s->undo_rec[s->redo_point-1];
+ r->char_storage = -1;
+
+ r->insert_length = u.delete_length;
+ r->delete_length = u.insert_length;
+ r->where = u.where;
+
+ if (u.delete_length) {
+ // if the undo record says to delete characters, then the redo record will
+ // need to re-insert the characters that get deleted, so we need to store
+ // them.
+
+ // there are three cases:
+ // there's enough room to store the characters
+ // characters stored for *redoing* don't leave room for redo
+ // characters stored for *undoing* don't leave room for redo
+ // if the last is true, we have to bail
+
+ if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {
+ // the undo records take up too much character space; there's no space to store the redo characters
+ r->insert_length = 0;
+ } else {
+ int i;
+
+ // there's definitely room to store the characters eventually
+ while (s->undo_char_point + u.delete_length > s->redo_char_point) {
+ // there's currently not enough room, so discard a redo record
+ stb_textedit_discard_redo(s);
+ // should never happen:
+ if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ return;
+ }
+ r = &s->undo_rec[s->redo_point-1];
+
+ r->char_storage = s->redo_char_point - u.delete_length;
+ s->redo_char_point = s->redo_char_point - (short) u.delete_length;
+
+ // now save the characters
+ for (i=0; i < u.delete_length; ++i)
+ s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
+ }
+
+ // now we can carry out the deletion
+ STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
+ }
+
+ // check type of recorded action:
+ if (u.insert_length) {
+ // easy case: was a deletion, so we need to insert n characters
+ STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+ s->undo_char_point -= u.insert_length;
+ }
+
+ state->cursor = u.where + u.insert_length;
+
+ s->undo_point--;
+ s->redo_point--;
+}
+
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ StbUndoState *s = &state->undostate;
+ StbUndoRecord *u, r;
+ if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ return;
+
+ // we need to do two things: apply the redo record, and create an undo record
+ u = &s->undo_rec[s->undo_point];
+ r = s->undo_rec[s->redo_point];
+
+ // we KNOW there must be room for the undo record, because the redo record
+ // was derived from an undo record
+
+ u->delete_length = r.insert_length;
+ u->insert_length = r.delete_length;
+ u->where = r.where;
+ u->char_storage = -1;
+
+ if (r.delete_length) {
+ // the redo record requires us to delete characters, so the undo record
+ // needs to store the characters
+
+ if (s->undo_char_point + u->insert_length > s->redo_char_point) {
+ u->insert_length = 0;
+ u->delete_length = 0;
+ } else {
+ int i;
+ u->char_storage = s->undo_char_point;
+ s->undo_char_point = s->undo_char_point + u->insert_length;
+
+ // now save the characters
+ for (i=0; i < u->insert_length; ++i)
+ s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
+ }
+
+ STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
+ }
+
+ if (r.insert_length) {
+ // easy case: need to insert n characters
+ STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+ }
+
+ state->cursor = r.where + r.insert_length;
+
+ s->undo_point++;
+ s->redo_point++;
+}
+
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
+{
+ stb_text_createundo(&state->undostate, where, 0, length);
+}
+
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
+{
+ int i;
+ STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
+ if (p) {
+ for (i=0; i < length; ++i)
+ p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+ }
+}
+
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
+{
+ int i;
+ STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
+ if (p) {
+ for (i=0; i < old_length; ++i)
+ p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+ }
+}
+
+// reset the state to default
+static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
+{
+ state->undostate.undo_point = 0;
+ state->undostate.undo_char_point = 0;
+ state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+ state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+ state->select_end = state->select_start = 0;
+ state->cursor = 0;
+ state->has_preferred_x = 0;
+ state->preferred_x = 0;
+ state->cursor_at_end_of_line = 0;
+ state->initialized = 1;
+ state->single_line = (unsigned char) is_single_line;
+ state->insert_mode = 0;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+ stb_textedit_clear_state(state, is_single_line);
+}
+#endif//STB_TEXTEDIT_IMPLEMENTATION
diff --git a/samples/D3D12/external/imgui/stb_truetype.h b/samples/D3D12/external/imgui/stb_truetype.h
new file mode 100644
index 0000000..3eba786
--- /dev/null
+++ b/samples/D3D12/external/imgui/stb_truetype.h
@@ -0,0 +1,3221 @@
+// stb_truetype.h - v1.07 - public domain
+// authored from 2009-2015 by Sean Barrett / RAD Game Tools
+//
+// This library processes TrueType files:
+// parse files
+// extract glyph metrics
+// extract glyph shapes
+// render glyphs to one-channel bitmaps with antialiasing (box filter)
+//
+// Todo:
+// non-MS cmaps
+// crashproof on bad data
+// hinting? (no longer patented)
+// cleartype-style AA?
+// optimize: use simple memory allocator for intermediates
+// optimize: build edge-list directly from curves
+// optimize: rasterize directly from curves?
+//
+// ADDITIONAL CONTRIBUTORS
+//
+// Mikko Mononen: compound shape support, more cmap formats
+// Tor Andersson: kerning, subpixel rendering
+//
+// Bug/warning reports/fixes:
+// "Zer" on mollyrocket (with fix)
+// Cass Everitt
+// stoiko (Haemimont Games)
+// Brian Hook
+// Walter van Niftrik
+// David Gow
+// David Given
+// Ivan-Assen Ivanov
+// Anthony Pesch
+// Johan Duparc
+// Hou Qiming
+// Fabian "ryg" Giesen
+// Martins Mozeiko
+// Cap Petschulat
+// Omar Cornut
+// github:aloucks
+// Peter LaValle
+// Giumo X. Clanjor
+//
+// Misc other:
+// Ryan Gordon
+//
+// VERSION HISTORY
+//
+// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+// variant PackFontRanges to pack and render in separate phases;
+// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+// fixed an assert() bug in the new rasterizer
+// replace assert() with STBTT_assert() in new rasterizer
+// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+// also more precise AA rasterizer, except if shapes overlap
+// remove need for STBTT_sort
+// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+// 1.04 (2015-04-15) typo in example
+// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+//
+// Full history can be found at the end of this file.
+//
+// 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.
+//
+// USAGE
+//
+// Include this file in whatever places neeed to refer to it. In ONE C/C++
+// file, write:
+// #define STB_TRUETYPE_IMPLEMENTATION
+// before the #include of this file. This expands out the actual
+// implementation into that C/C++ file.
+//
+// To make the implementation private to the file that generates the implementation,
+// #define STBTT_STATIC
+//
+// Simple 3D API (don't ship this, but it's fine for tools and quick start)
+// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture
+// stbtt_GetBakedQuad() -- compute quad to draw for a given char
+//
+// Improved 3D API (more shippable):
+// #include "stb_rect_pack.h" -- optional, but you really want it
+// stbtt_PackBegin()
+// stbtt_PackSetOversample() -- for improved quality on small fonts
+// stbtt_PackFontRanges() -- pack and renders
+// stbtt_PackEnd()
+// stbtt_GetPackedQuad()
+//
+// "Load" a font file from a memory buffer (you have to keep the buffer loaded)
+// stbtt_InitFont()
+// stbtt_GetFontOffsetForIndex() -- use for TTC font collections
+//
+// Render a unicode codepoint to a bitmap
+// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap
+// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide
+// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be
+//
+// Character advance/positioning
+// stbtt_GetCodepointHMetrics()
+// stbtt_GetFontVMetrics()
+// stbtt_GetCodepointKernAdvance()
+//
+// Starting with version 1.06, the rasterizer was replaced with a new,
+// faster and generally-more-precise rasterizer. The new rasterizer more
+// accurately measures pixel coverage for anti-aliasing, except in the case
+// where multiple shapes overlap, in which case it overestimates the AA pixel
+// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
+// this turns out to be a problem, you can re-enable the old rasterizer with
+// #define STBTT_RASTERIZER_VERSION 1
+// which will incur about a 15% speed hit.
+//
+// ADDITIONAL DOCUMENTATION
+//
+// Immediately after this block comment are a series of sample programs.
+//
+// After the sample programs is the "header file" section. This section
+// includes documentation for each API function.
+//
+// Some important concepts to understand to use this library:
+//
+// Codepoint
+// Characters are defined by unicode codepoints, e.g. 65 is
+// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
+// the hiragana for "ma".
+//
+// Glyph
+// A visual character shape (every codepoint is rendered as
+// some glyph)
+//
+// Glyph index
+// A font-specific integer ID representing a glyph
+//
+// Baseline
+// Glyph shapes are defined relative to a baseline, which is the
+// bottom of uppercase characters. Characters extend both above
+// and below the baseline.
+//
+// Current Point
+// As you draw text to the screen, you keep track of a "current point"
+// which is the origin of each character. The current point's vertical
+// position is the baseline. Even "baked fonts" use this model.
+//
+// Vertical Font Metrics
+// The vertical qualities of the font, used to vertically position
+// and space the characters. See docs for stbtt_GetFontVMetrics.
+//
+// Font Size in Pixels or Points
+// The preferred interface for specifying font sizes in stb_truetype
+// is to specify how tall the font's vertical extent should be in pixels.
+// If that sounds good enough, skip the next paragraph.
+//
+// Most font APIs instead use "points", which are a common typographic
+// measurement for describing font size, defined as 72 points per inch.
+// stb_truetype provides a point API for compatibility. However, true
+// "per inch" conventions don't make much sense on computer displays
+// since they different monitors have different number of pixels per
+// inch. For example, Windows traditionally uses a convention that
+// there are 96 pixels per inch, thus making 'inch' measurements have
+// nothing to do with inches, and thus effectively defining a point to
+// be 1.333 pixels. Additionally, the TrueType font data provides
+// an explicit scale factor to scale a given font's glyphs to points,
+// but the author has observed that this scale factor is often wrong
+// for non-commercial fonts, thus making fonts scaled in points
+// according to the TrueType spec incoherently sized in practice.
+//
+// ADVANCED USAGE
+//
+// Quality:
+//
+// - Use the functions with Subpixel at the end to allow your characters
+// to have subpixel positioning. Since the font is anti-aliased, not
+// hinted, this is very import for quality. (This is not possible with
+// baked fonts.)
+//
+// - Kerning is now supported, and if you're supporting subpixel rendering
+// then kerning is worth using to give your text a polished look.
+//
+// Performance:
+//
+// - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+// if you don't do this, stb_truetype is forced to do the conversion on
+// every call.
+//
+// - There are a lot of memory allocations. We should modify it to take
+// a temp buffer and allocate from the temp buffer (without freeing),
+// should help performance a lot.
+//
+// NOTES
+//
+// The system uses the raw data found in the .ttf file without changing it
+// and without building auxiliary data structures. This is a bit inefficient
+// on little-endian systems (the data is big-endian), but assuming you're
+// caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+// It appears to be very hard to programmatically determine what font a
+// given file is in a general way. I provide an API for this, but I don't
+// recommend it.
+//
+//
+// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
+//
+// Documentation & header file 520 LOC \___ 660 LOC documentation
+// Sample code 140 LOC /
+// Truetype parsing 620 LOC ---- 620 LOC TrueType
+// Software rasterization 240 LOC \ .
+// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation
+// Bitmap management 100 LOC /
+// Baked bitmap interface 70 LOC /
+// Font name matching & access 150 LOC ---- 150
+// C runtime library abstraction 60 LOC ---- 60
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+// 32-bit 64-bit
+// Previous release: 8.83 s 7.68 s
+// Pool allocations: 7.72 s 6.34 s
+// Inline sort : 6.54 s 5.65 s
+// New rasterizer : 5.63 s 5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+//// SAMPLE PROGRAMS
+////
+//
+// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
+//
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+ fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+ stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+ // can free ttf_buffer at this point
+ glGenTextures(1, &ftex);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+ // can free temp_bitmap at this point
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+ // assume orthographic projection with units = screen pixels, origin at top left
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glBegin(GL_QUADS);
+ while (*text) {
+ if (*text >= 32 && *text < 128) {
+ stbtt_aligned_quad q;
+ stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
+ glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
+ glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
+ glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
+ glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
+ }
+ ++text;
+ }
+ glEnd();
+}
+#endif
+//
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program (this compiles): get a single bitmap, print as ASCII art
+//
+#if 0
+#include <stdio.h>
+#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
+#include "stb_truetype.h"
+
+char ttf_buffer[1<<25];
+
+int main(int argc, char **argv)
+{
+ stbtt_fontinfo font;
+ unsigned char *bitmap;
+ int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
+
+ fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
+
+ stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
+ bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
+
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i)
+ putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
+ putchar('\n');
+ }
+ return 0;
+}
+#endif
+//
+// Output:
+//
+// .ii.
+// @@@@@@.
+// V@Mio@@o
+// :i. V@V
+// :oM@@M
+// :@@@MM@M
+// @@o o@M
+// :@@. M@M
+// @@@o@@@@
+// :M@@V:@@.
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program: print "Hello World!" banner, with bugs
+//
+#if 0
+char buffer[24<<20];
+unsigned char screen[20][79];
+
+int main(int arg, char **argv)
+{
+ stbtt_fontinfo font;
+ int i,j,ascent,baseline,ch=0;
+ float scale, xpos=2; // leave a little padding in case the character extends left
+ char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
+
+ fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
+ stbtt_InitFont(&font, buffer, 0);
+
+ scale = stbtt_ScaleForPixelHeight(&font, 15);
+ stbtt_GetFontVMetrics(&font, &ascent,0,0);
+ baseline = (int) (ascent*scale);
+
+ while (text[ch]) {
+ int advance,lsb,x0,y0,x1,y1;
+ float x_shift = xpos - (float) floor(xpos);
+ stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
+ stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
+ stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
+ // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
+ // because this API is really for baking character bitmaps into textures. if you want to render
+ // a sequence of characters, you really need to render each bitmap to a temp buffer, then
+ // "alpha blend" that into the working buffer
+ xpos += (advance * scale);
+ if (text[ch+1])
+ xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
+ ++ch;
+ }
+
+ for (j=0; j < 20; ++j) {
+ for (i=0; i < 78; ++i)
+ putchar(" .:ioVM@"[screen[j][i]>>5]);
+ putchar('\n');
+ }
+
+ return 0;
+}
+#endif
+
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+//// INTEGRATION WITH YOUR CODEBASE
+////
+//// The following sections allow you to supply alternate definitions
+//// of C library functions used by stb_truetype.
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+ // #define your own (u)stbtt_int8/16/32 before including to override this
+ #ifndef stbtt_uint8
+ typedef unsigned char stbtt_uint8;
+ typedef signed char stbtt_int8;
+ typedef unsigned short stbtt_uint16;
+ typedef signed short stbtt_int16;
+ typedef unsigned int stbtt_uint32;
+ typedef signed int stbtt_int32;
+ #endif
+
+ typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
+ typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
+
+ // #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
+ #ifndef STBTT_ifloor
+ #include <math.h>
+ #define STBTT_ifloor(x) ((int) floor(x))
+ #define STBTT_iceil(x) ((int) ceil(x))
+ #endif
+
+ #ifndef STBTT_sqrt
+ #include <math.h>
+ #define STBTT_sqrt(x) sqrt(x)
+ #endif
+
+ // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+ #ifndef STBTT_malloc
+ #include <stdlib.h>
+ #define STBTT_malloc(x,u) ((void)(u),malloc(x))
+ #define STBTT_free(x,u) ((void)(u),free(x))
+ #endif
+
+ #ifndef STBTT_assert
+ #include <assert.h>
+ #define STBTT_assert(x) assert(x)
+ #endif
+
+ #ifndef STBTT_strlen
+ #include <string.h>
+ #define STBTT_strlen(x) strlen(x)
+ #endif
+
+ #ifndef STBTT_memcpy
+ #include <memory.h>
+ #define STBTT_memcpy memcpy
+ #define STBTT_memset memset
+ #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+//// INTERFACE
+////
+////
+
+#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
+#define __STB_INCLUDE_STB_TRUETYPE_H__
+
+#ifdef STBTT_STATIC
+#define STBTT_DEF static
+#else
+#define STBTT_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// TEXTURE BAKING API
+//
+// If you use this API, you only have to call two functions ever.
+//
+
+typedef struct
+{
+ unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+ float xoff,yoff,xadvance;
+} stbtt_bakedchar;
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
+ float pixel_height, // height of font in pixels
+ unsigned char *pixels, int pw, int ph, // bitmap to be filled in
+ int first_char, int num_chars, // characters to bake
+ stbtt_bakedchar *chardata); // you allocate this, it's num_chars long
+// if return is positive, the first unused row of the bitmap
+// if return is negative, returns the negative of the number of characters that fit
+// if return is 0, no characters fit and no rows were used
+// This uses a very crappy packing.
+
+typedef struct
+{
+ float x0,y0,s0,t0; // top-left
+ float x1,y1,s1,t1; // bottom-right
+} stbtt_aligned_quad;
+
+STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, // same data as above
+ int char_index, // character to display
+ float *xpos, float *ypos, // pointers to current position in screen pixel space
+ stbtt_aligned_quad *q, // output: quad to draw
+ int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier
+// Call GetBakedQuad with char_index = 'character - first_char', and it
+// creates the quad you need to draw and advances the current position.
+//
+// The coordinate system used assumes y increases downwards.
+//
+// Characters will extend both above and below the current position;
+// see discussion of "BASELINE" above.
+//
+// It's inefficient; you might want to c&p it and optimize it.
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// NEW TEXTURE BAKING API
+//
+// This provides options for packing multiple fonts into one atlas, not
+// perfectly but better than nothing.
+
+typedef struct
+{
+ unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+ float xoff,yoff,xadvance;
+ float xoff2,yoff2;
+} stbtt_packedchar;
+
+typedef struct stbtt_pack_context stbtt_pack_context;
+typedef struct stbtt_fontinfo stbtt_fontinfo;
+#ifndef STB_RECT_PACK_VERSION
+typedef struct stbrp_rect stbrp_rect;
+#endif
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
+// Initializes a packing context stored in the passed-in stbtt_pack_context.
+// Future calls using this context will pack characters into the bitmap passed
+// in here: a 1-channel bitmap that is weight x height. stride_in_bytes is
+// the distance from one row to the next (or 0 to mean they are packed tightly
+// together). "padding" is the amount of padding to leave between each
+// character (normally you want '1' for bitmaps you'll use as textures with
+// bilinear filtering).
+//
+// Returns 0 on failure, 1 on success.
+
+STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc);
+// Cleans up the packing context and frees all memory.
+
+#define STBTT_POINT_SIZE(x) (-(x))
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,
+ int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+// Creates character bitmaps from the font_index'th font found in fontdata (use
+// font_index=0 if you don't know what that is). It creates num_chars_in_range
+// bitmaps for characters with unicode values starting at first_unicode_char_in_range
+// and increasing. Data for how to render them is stored in chardata_for_range;
+// pass these to stbtt_GetPackedQuad to get back renderable quads.
+//
+// font_size is the full height of the character from ascender to descender,
+// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
+// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
+// and pass that result as 'font_size':
+// ..., 20 , ... // font max minus min y is 20 pixels tall
+// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
+
+typedef struct
+{
+ float font_size;
+ int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint
+ int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints
+ int num_chars;
+ stbtt_packedchar *chardata_for_range; // output
+ unsigned char h_oversample, v_oversample; // don't set these, they're used internally
+} stbtt_pack_range;
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
+// Creates character bitmaps from multiple ranges of characters stored in
+// ranges. This will usually create a better-packed bitmap than multiple
+// calls to stbtt_PackFontRange. Note that you can call this multiple
+// times within a single PackBegin/PackEnd.
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
+// Oversampling a font increases the quality by allowing higher-quality subpixel
+// positioning, and is especially valuable at smaller text sizes.
+//
+// This function sets the amount of oversampling for all following calls to
+// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
+// pack context. The default (no oversampling) is achieved by h_oversample=1
+// and v_oversample=1. The total number of pixels required is
+// h_oversample*v_oversample larger than the default; for example, 2x2
+// oversampling requires 4x the storage of 1x1. For best results, render
+// oversampled textures with bilinear filtering. Look at the readme in
+// stb/tests/oversample for information about oversampled fonts
+//
+// To use with PackFontRangesGather etc., you must set it before calls
+// call to PackFontRangesGatherRects.
+
+STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, // same data as above
+ int char_index, // character to display
+ float *xpos, float *ypos, // pointers to current position in screen pixel space
+ stbtt_aligned_quad *q, // output: quad to draw
+ int align_to_integer);
+
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+// Calling these functions in sequence is roughly equivalent to calling
+// stbtt_PackFontRanges(). If you more control over the packing of multiple
+// fonts, or if you want to pack custom data into a font texture, take a look
+// at the source to of stbtt_PackFontRanges() and create a custom version
+// using these functions, e.g. call GatherRects multiple times,
+// building up a single array of rects, then call PackRects once,
+// then call RenderIntoRects repeatedly. This may result in a
+// better packing than calling PackFontRanges multiple times
+// (or it may not).
+
+// this is an opaque structure that you shouldn't mess with which holds
+// all the context needed from PackBegin to PackEnd.
+struct stbtt_pack_context {
+ void *user_allocator_context;
+ void *pack_info;
+ int width;
+ int height;
+ int stride_in_bytes;
+ int padding;
+ unsigned int h_oversample, v_oversample;
+ unsigned char *pixels;
+ void *nodes;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// FONT LOADING
+//
+//
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
+// Each .ttf/.ttc file may have more than one font. Each font has a sequential
+// index number starting from 0. Call this function to get the font offset for
+// a given index; it returns -1 if the index is out of range. A regular .ttf
+// file will only define one font and it always be at offset 0, so it will
+// return '0' for index 0, and -1 for all other indices. You can just skip
+// this step if you know it's that kind of font.
+
+
+// The following structure is defined publically so you can declare one on
+// the stack or as a global or etc, but you should treat it as opaque.
+typedef struct stbtt_fontinfo
+{
+ void * userdata;
+ unsigned char * data; // pointer to .ttf file
+ int fontstart; // offset of start of font
+
+ int numGlyphs; // number of glyphs, needed for range checking
+
+ int loca,head,glyf,hhea,hmtx,kern; // table locations as offset from start of .ttf
+ int index_map; // a cmap mapping for our chosen character encoding
+ int indexToLocFormat; // format needed to map from glyph index to glyph
+} stbtt_fontinfo;
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
+// Given an offset into the file that defines a font, this function builds
+// the necessary cached info for the rest of the system. You must allocate
+// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
+// need to do anything special to free it, because the contents are pure
+// value data with no additional data structures. Returns 0 on failure.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER TO GLYPH-INDEX CONVERSIOn
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
+// If you're going to perform multiple operations on the same character
+// and you want a speed-up, call this function with the character you're
+// going to process, then use glyph-based functions instead of the
+// codepoint-based functions.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER PROPERTIES
+//
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose "height" is 'pixels' tall.
+// Height is measured as the distance from the highest ascender to the lowest
+// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
+// and computing:
+// scale = pixels / (ascent - descent)
+// so if you prefer to measure height by the ascent only, use a similar calculation.
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose EM size is mapped to
+// 'pixels' tall. This is probably what traditional APIs compute, but
+// I'm not positive.
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
+// ascent is the coordinate above the baseline the font extends; descent
+// is the coordinate below the baseline the font extends (i.e. it is typically negative)
+// lineGap is the spacing between one row's descent and the next row's ascent...
+// so you should advance the vertical position by "*ascent - *descent + *lineGap"
+// these are expressed in unscaled coordinates, so you must multiply by
+// the scale factor for a given size
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
+// the bounding box around all possible characters
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
+// leftSideBearing is the offset from the current horizontal position to the left edge of the character
+// advanceWidth is the offset from the current horizontal position to the next horizontal position
+// these are expressed in unscaled coordinates
+
+STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
+// an additional amount to add to the 'advance' value between ch1 and ch2
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
+// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
+STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+// as above, but takes one or more glyph indices for greater efficiency
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// GLYPH SHAPES (you probably don't need these, but they have to go before
+// the bitmaps for C declaration-order reasons)
+//
+
+#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
+ enum {
+ STBTT_vmove=1,
+ STBTT_vline,
+ STBTT_vcurve
+ };
+#endif
+
+#ifndef stbtt_vertex // you can predefine this to use different values
+ // (we share this with other code at RAD)
+ #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
+ typedef struct
+ {
+ stbtt_vertex_type x,y,cx,cy;
+ unsigned char type,padding;
+ } stbtt_vertex;
+#endif
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
+// returns non-zero if nothing is drawn for this glyph
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
+// returns # of vertices and fills *vertices with the pointer to them
+// these are expressed in "unscaled" coordinates
+//
+// The shape is a series of countours. Each one starts with
+// a STBTT_moveto, then consists of a series of mixed
+// STBTT_lineto and STBTT_curveto segments. A lineto
+// draws a line from previous endpoint to its x,y; a curveto
+// draws a quadratic bezier from previous endpoint to
+// its x,y, using cx,cy as the bezier control point.
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
+// frees the data allocated above
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// BITMAP RENDERING
+//
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
+// frees the bitmap allocated below
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// allocates a large-enough single-channel 8bpp bitmap and renders the
+// specified character/glyph at the specified scale into it, with
+// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
+// *width & *height are filled out with the width & height of the bitmap,
+// which is stored left-to-right, top-to-bottom.
+//
+// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
+// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
+// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
+// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
+// width and height and positioning info for it first.
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
+// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// get the bbox of the bitmap centered around the glyph origin; so the
+// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
+// the bitmap top left is (leftSideBearing*scale,iy0).
+// (Note that the bitmap uses y-increases-down, but the shape uses
+// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
+// shift for the character
+
+// the following functions are equivalent to the above functions, but operate
+// on glyph indices instead of Unicode codepoints (for efficiency)
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+
+
+// @TODO: don't expose this structure
+typedef struct
+{
+ int w,h,stride;
+ unsigned char *pixels;
+} stbtt__bitmap;
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata);
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Finding the right font...
+//
+// You should really just solve this offline, keep your own tables
+// of what font is what, and don't try to get it out of the .ttf file.
+// That's because getting it out of the .ttf file is really hard, because
+// the names in the file can appear in many possible encodings, in many
+// possible languages, and e.g. if you need a case-insensitive comparison,
+// the details of that depend on the encoding & language in a complex way
+// (actually underspecified in truetype, but also gigantic).
+//
+// But you can use the provided functions in two possible ways:
+// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
+// unicode-encoded names to try to find the font you want;
+// you can run this before calling stbtt_InitFont()
+//
+// stbtt_GetFontNameString() lets you get any of the various strings
+// from the file yourself and do your own comparisons on them.
+// You have to have called stbtt_InitFont() first.
+
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
+// returns the offset (not index) of the font that matches, or -1 if none
+// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
+// if you use any other flag, use a font name like "Arial"; this checks
+// the 'macStyle' header field; i don't know if fonts set this consistently
+#define STBTT_MACSTYLE_DONTCARE 0
+#define STBTT_MACSTYLE_BOLD 1
+#define STBTT_MACSTYLE_ITALIC 2
+#define STBTT_MACSTYLE_UNDERSCORE 4
+#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
+// returns 1/0 whether the first string interpreted as utf8 is identical to
+// the second string interpreted as big-endian utf16... useful for strings from next func
+
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
+// returns the string (which may be big-endian double byte, e.g. for unicode)
+// and puts the length in bytes in *length.
+//
+// some of the values for the IDs are below; for more see the truetype spec:
+// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
+// http://www.microsoft.com/typography/otspec/name.htm
+
+enum { // platformID
+ STBTT_PLATFORM_ID_UNICODE =0,
+ STBTT_PLATFORM_ID_MAC =1,
+ STBTT_PLATFORM_ID_ISO =2,
+ STBTT_PLATFORM_ID_MICROSOFT =3
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
+ STBTT_UNICODE_EID_UNICODE_1_0 =0,
+ STBTT_UNICODE_EID_UNICODE_1_1 =1,
+ STBTT_UNICODE_EID_ISO_10646 =2,
+ STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
+ STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
+ STBTT_MS_EID_SYMBOL =0,
+ STBTT_MS_EID_UNICODE_BMP =1,
+ STBTT_MS_EID_SHIFTJIS =2,
+ STBTT_MS_EID_UNICODE_FULL =10
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
+ STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4,
+ STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5,
+ STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6,
+ STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
+ // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
+ STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410,
+ STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411,
+ STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412,
+ STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419,
+ STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409,
+ STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MAC
+ STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11,
+ STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23,
+ STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32,
+ STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 ,
+ STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 ,
+ STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
+ STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __STB_INCLUDE_STB_TRUETYPE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+//// IMPLEMENTATION
+////
+////
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+#ifndef STBTT_MAX_OVERSAMPLE
+#define STBTT_MAX_OVERSAMPLE 8
+#endif
+
+#if STBTT_MAX_OVERSAMPLE > 255
+#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
+#endif
+
+typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
+
+#ifndef STBTT_RASTERIZER_VERSION
+#define STBTT_RASTERIZER_VERSION 2
+#endif
+
+//////////////////////////////////////////////////////////////////////////
+//
+// accessors to parse data from file
+//
+
+// on platforms that don't allow misaligned reads, if we want to allow
+// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
+
+#define ttBYTE(p) (* (stbtt_uint8 *) (p))
+#define ttCHAR(p) (* (stbtt_int8 *) (p))
+#define ttFixed(p) ttLONG(p)
+
+#if defined(STB_TRUETYPE_BIGENDIAN) && !defined(ALLOW_UNALIGNED_TRUETYPE)
+
+ #define ttUSHORT(p) (* (stbtt_uint16 *) (p))
+ #define ttSHORT(p) (* (stbtt_int16 *) (p))
+ #define ttULONG(p) (* (stbtt_uint32 *) (p))
+ #define ttLONG(p) (* (stbtt_int32 *) (p))
+
+#else
+
+ static stbtt_uint16 ttUSHORT(const stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+ static stbtt_int16 ttSHORT(const stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+ static stbtt_uint32 ttULONG(const stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+ static stbtt_int32 ttLONG(const stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+
+#endif
+
+#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
+#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3])
+
+static int stbtt__isfont(const stbtt_uint8 *font)
+{
+ // check the version number
+ if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1
+ if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this!
+ if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF
+ if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
+ return 0;
+}
+
+// @OPTIMIZE: binary search
+static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
+{
+ stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
+ stbtt_uint32 tabledir = fontstart + 12;
+ stbtt_int32 i;
+ for (i=0; i < num_tables; ++i) {
+ stbtt_uint32 loc = tabledir + 16*i;
+ if (stbtt_tag(data+loc+0, tag))
+ return ttULONG(data+loc+8);
+ }
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *font_collection, int index)
+{
+ // if it's just a font, there's only one valid index
+ if (stbtt__isfont(font_collection))
+ return index == 0 ? 0 : -1;
+
+ // check if it's a TTC
+ if (stbtt_tag(font_collection, "ttcf")) {
+ // version 1?
+ if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+ stbtt_int32 n = ttLONG(font_collection+8);
+ if (index >= n)
+ return -1;
+ return ttULONG(font_collection+12+index*4);
+ }
+ }
+ return -1;
+}
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data2, int fontstart)
+{
+ stbtt_uint8 *data = (stbtt_uint8 *) data2;
+ stbtt_uint32 cmap, t;
+ stbtt_int32 i,numTables;
+
+ info->data = data;
+ info->fontstart = fontstart;
+
+ cmap = stbtt__find_table(data, fontstart, "cmap"); // required
+ info->loca = stbtt__find_table(data, fontstart, "loca"); // required
+ info->head = stbtt__find_table(data, fontstart, "head"); // required
+ info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
+ info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
+ info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
+ info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
+ if (!cmap || !info->loca || !info->head || !info->glyf || !info->hhea || !info->hmtx)
+ return 0;
+
+ t = stbtt__find_table(data, fontstart, "maxp");
+ if (t)
+ info->numGlyphs = ttUSHORT(data+t+4);
+ else
+ info->numGlyphs = 0xffff;
+
+ // find a cmap encoding table we understand *now* to avoid searching
+ // later. (todo: could make this installable)
+ // the same regardless of glyph.
+ numTables = ttUSHORT(data + cmap + 2);
+ info->index_map = 0;
+ for (i=0; i < numTables; ++i) {
+ stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
+ // find an encoding we understand:
+ switch(ttUSHORT(data+encoding_record)) {
+ case STBTT_PLATFORM_ID_MICROSOFT:
+ switch (ttUSHORT(data+encoding_record+2)) {
+ case STBTT_MS_EID_UNICODE_BMP:
+ case STBTT_MS_EID_UNICODE_FULL:
+ // MS/Unicode
+ info->index_map = cmap + ttULONG(data+encoding_record+4);
+ break;
+ }
+ break;
+ case STBTT_PLATFORM_ID_UNICODE:
+ // Mac/iOS has these
+ // all the encodingIDs are unicode, so we don't bother to check it
+ info->index_map = cmap + ttULONG(data+encoding_record+4);
+ break;
+ }
+ }
+ if (info->index_map == 0)
+ return 0;
+
+ info->indexToLocFormat = ttUSHORT(data+info->head + 50);
+ return 1;
+}
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
+{
+ stbtt_uint8 *data = info->data;
+ stbtt_uint32 index_map = info->index_map;
+
+ stbtt_uint16 format = ttUSHORT(data + index_map + 0);
+ if (format == 0) { // apple byte encoding
+ stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
+ if (unicode_codepoint < bytes-6)
+ return ttBYTE(data + index_map + 6 + unicode_codepoint);
+ return 0;
+ } else if (format == 6) {
+ stbtt_uint32 first = ttUSHORT(data + index_map + 6);
+ stbtt_uint32 count = ttUSHORT(data + index_map + 8);
+ if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
+ return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
+ return 0;
+ } else if (format == 2) {
+ STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
+ return 0;
+ } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
+ stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
+ stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
+ stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
+ stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
+
+ // do a binary search of the segments
+ stbtt_uint32 endCount = index_map + 14;
+ stbtt_uint32 search = endCount;
+
+ if (unicode_codepoint > 0xffff)
+ return 0;
+
+ // they lie from endCount .. endCount + segCount
+ // but searchRange is the nearest power of two, so...
+ if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
+ search += rangeShift*2;
+
+ // now decrement to bias correctly to find smallest
+ search -= 2;
+ while (entrySelector) {
+ stbtt_uint16 end;
+ searchRange >>= 1;
+ end = ttUSHORT(data + search + searchRange*2);
+ if (unicode_codepoint > end)
+ search += searchRange*2;
+ --entrySelector;
+ }
+ search += 2;
+
+ {
+ stbtt_uint16 offset, start;
+ stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
+
+ STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
+ start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
+ if (unicode_codepoint < start)
+ return 0;
+
+ offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
+ if (offset == 0)
+ return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
+
+ return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
+ }
+ } else if (format == 12 || format == 13) {
+ stbtt_uint32 ngroups = ttULONG(data+index_map+12);
+ stbtt_int32 low,high;
+ low = 0; high = (stbtt_int32)ngroups;
+ // Binary search the right group.
+ while (low < high) {
+ stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
+ stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
+ stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
+ if ((stbtt_uint32) unicode_codepoint < start_char)
+ high = mid;
+ else if ((stbtt_uint32) unicode_codepoint > end_char)
+ low = mid+1;
+ else {
+ stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
+ if (format == 12)
+ return start_glyph + unicode_codepoint-start_char;
+ else // format == 13
+ return start_glyph;
+ }
+ }
+ return 0; // not found
+ }
+ // @TODO
+ STBTT_assert(0);
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
+{
+ return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
+}
+
+static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
+{
+ v->type = type;
+ v->x = (stbtt_int16) x;
+ v->y = (stbtt_int16) y;
+ v->cx = (stbtt_int16) cx;
+ v->cy = (stbtt_int16) cy;
+}
+
+static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
+{
+ int g1,g2;
+
+ if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
+ if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format
+
+ if (info->indexToLocFormat == 0) {
+ g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
+ g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
+ } else {
+ g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
+ g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
+ }
+
+ return g1==g2 ? -1 : g1; // if length is 0, return -1
+}
+
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+ int g = stbtt__GetGlyfOffset(info, glyph_index);
+ if (g < 0) return 0;
+
+ if (x0) *x0 = ttSHORT(info->data + g + 2);
+ if (y0) *y0 = ttSHORT(info->data + g + 4);
+ if (x1) *x1 = ttSHORT(info->data + g + 6);
+ if (y1) *y1 = ttSHORT(info->data + g + 8);
+ return 1;
+}
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
+{
+ return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
+}
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
+{
+ stbtt_int16 numberOfContours;
+ int g = stbtt__GetGlyfOffset(info, glyph_index);
+ if (g < 0) return 1;
+ numberOfContours = ttSHORT(info->data + g);
+ return numberOfContours == 0;
+}
+
+static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
+ stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
+{
+ if (start_off) {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
+ } else {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
+ else
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
+ }
+ return num_vertices;
+}
+
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+ stbtt_int16 numberOfContours;
+ stbtt_uint8 *endPtsOfContours;
+ stbtt_uint8 *data = info->data;
+ stbtt_vertex *vertices=0;
+ int num_vertices=0;
+ int g = stbtt__GetGlyfOffset(info, glyph_index);
+
+ *pvertices = NULL;
+
+ if (g < 0) return 0;
+
+ numberOfContours = ttSHORT(data + g);
+
+ if (numberOfContours > 0) {
+ stbtt_uint8 flags=0,flagcount;
+ stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
+ stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
+ stbtt_uint8 *points;
+ endPtsOfContours = (data + g + 10);
+ ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
+ points = data + g + 10 + numberOfContours * 2 + 2 + ins;
+
+ n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
+
+ m = n + 2*numberOfContours; // a loose bound on how many vertices we might need
+ vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
+ if (vertices == 0)
+ return 0;
+
+ next_move = 0;
+ flagcount=0;
+
+ // in first pass, we load uninterpreted data into the allocated array
+ // above, shifted to the end of the array so we won't overwrite it when
+ // we create our final data starting from the front
+
+ off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
+
+ // first load flags
+
+ for (i=0; i < n; ++i) {
+ if (flagcount == 0) {
+ flags = *points++;
+ if (flags & 8)
+ flagcount = *points++;
+ } else
+ --flagcount;
+ vertices[off+i].type = flags;
+ }
+
+ // now load x coordinates
+ x=0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ if (flags & 2) {
+ stbtt_int16 dx = *points++;
+ x += (flags & 16) ? dx : -dx; // ???
+ } else {
+ if (!(flags & 16)) {
+ x = x + (stbtt_int16) (points[0]*256 + points[1]);
+ points += 2;
+ }
+ }
+ vertices[off+i].x = (stbtt_int16) x;
+ }
+
+ // now load y coordinates
+ y=0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ if (flags & 4) {
+ stbtt_int16 dy = *points++;
+ y += (flags & 32) ? dy : -dy; // ???
+ } else {
+ if (!(flags & 32)) {
+ y = y + (stbtt_int16) (points[0]*256 + points[1]);
+ points += 2;
+ }
+ }
+ vertices[off+i].y = (stbtt_int16) y;
+ }
+
+ // now convert them to our format
+ num_vertices=0;
+ sx = sy = cx = cy = scx = scy = 0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ x = (stbtt_int16) vertices[off+i].x;
+ y = (stbtt_int16) vertices[off+i].y;
+
+ if (next_move == i) {
+ if (i != 0)
+ num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+
+ // now start the new one
+ start_off = !(flags & 1);
+ if (start_off) {
+ // if we start off with an off-curve point, then when we need to find a point on the curve
+ // where we can start, and we need to save some state for when we wraparound.
+ scx = x;
+ scy = y;
+ if (!(vertices[off+i+1].type & 1)) {
+ // next point is also a curve point, so interpolate an on-point curve
+ sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
+ sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
+ } else {
+ // otherwise just use the next point as our start point
+ sx = (stbtt_int32) vertices[off+i+1].x;
+ sy = (stbtt_int32) vertices[off+i+1].y;
+ ++i; // we're using point i+1 as the starting point, so skip it
+ }
+ } else {
+ sx = x;
+ sy = y;
+ }
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
+ was_off = 0;
+ next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
+ ++j;
+ } else {
+ if (!(flags & 1)) { // if it's a curve
+ if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
+ cx = x;
+ cy = y;
+ was_off = 1;
+ } else {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
+ else
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
+ was_off = 0;
+ }
+ }
+ }
+ num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+ } else if (numberOfContours == -1) {
+ // Compound shapes.
+ int more = 1;
+ stbtt_uint8 *comp = data + g + 10;
+ num_vertices = 0;
+ vertices = 0;
+ while (more) {
+ stbtt_uint16 flags, gidx;
+ int comp_num_verts = 0, i;
+ stbtt_vertex *comp_verts = 0, *tmp = 0;
+ float mtx[6] = {1,0,0,1,0,0}, m, n;
+
+ flags = ttSHORT(comp); comp+=2;
+ gidx = ttSHORT(comp); comp+=2;
+
+ if (flags & 2) { // XY values
+ if (flags & 1) { // shorts
+ mtx[4] = ttSHORT(comp); comp+=2;
+ mtx[5] = ttSHORT(comp); comp+=2;
+ } else {
+ mtx[4] = ttCHAR(comp); comp+=1;
+ mtx[5] = ttCHAR(comp); comp+=1;
+ }
+ }
+ else {
+ // @TODO handle matching point
+ STBTT_assert(0);
+ }
+ if (flags & (1<<3)) { // WE_HAVE_A_SCALE
+ mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = mtx[2] = 0;
+ } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
+ mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = mtx[2] = 0;
+ mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
+ mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ }
+
+ // Find transformation scales.
+ m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
+ n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
+
+ // Get indexed glyph.
+ comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
+ if (comp_num_verts > 0) {
+ // Transform vertices.
+ for (i = 0; i < comp_num_verts; ++i) {
+ stbtt_vertex* v = &comp_verts[i];
+ stbtt_vertex_type x,y;
+ x=v->x; y=v->y;
+ v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+ v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+ x=v->cx; y=v->cy;
+ v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+ v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+ }
+ // Append vertices.
+ tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
+ if (!tmp) {
+ if (vertices) STBTT_free(vertices, info->userdata);
+ if (comp_verts) STBTT_free(comp_verts, info->userdata);
+ return 0;
+ }
+ if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+ STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
+ if (vertices) STBTT_free(vertices, info->userdata);
+ vertices = tmp;
+ STBTT_free(comp_verts, info->userdata);
+ num_vertices += comp_num_verts;
+ }
+ // More components ?
+ more = flags & (1<<5);
+ }
+ } else if (numberOfContours < 0) {
+ // @TODO other compound variations?
+ STBTT_assert(0);
+ } else {
+ // numberOfCounters == 0, do nothing
+ }
+
+ *pvertices = vertices;
+ return num_vertices;
+}
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
+{
+ stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
+ if (glyph_index < numOfLongHorMetrics) {
+ if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index);
+ if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
+ } else {
+ if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
+ if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
+ }
+}
+
+STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+ stbtt_uint8 *data = info->data + info->kern;
+ stbtt_uint32 needle, straw;
+ int l, r, m;
+
+ // we only look at the first table. it must be 'horizontal' and format 0.
+ if (!info->kern)
+ return 0;
+ if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+ return 0;
+ if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+ return 0;
+
+ l = 0;
+ r = ttUSHORT(data+10) - 1;
+ needle = glyph1 << 16 | glyph2;
+ while (l <= r) {
+ m = (l + r) >> 1;
+ straw = ttULONG(data+18+(m*6)); // note: unaligned read
+ if (needle < straw)
+ r = m - 1;
+ else if (needle > straw)
+ l = m + 1;
+ else
+ return ttSHORT(data+22+(m*6));
+ }
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
+{
+ if (!info->kern) // if no kerning table, don't waste time looking up both codepoint->glyphs
+ return 0;
+ return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
+}
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
+{
+ stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
+}
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
+{
+ if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4);
+ if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
+ if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
+}
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
+{
+ *x0 = ttSHORT(info->data + info->head + 36);
+ *y0 = ttSHORT(info->data + info->head + 38);
+ *x1 = ttSHORT(info->data + info->head + 40);
+ *y1 = ttSHORT(info->data + info->head + 42);
+}
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
+{
+ int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
+ return (float) height / fheight;
+}
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
+{
+ int unitsPerEm = ttUSHORT(info->data + info->head + 18);
+ return pixels / unitsPerEm;
+}
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
+{
+ STBTT_free(v, info->userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// antialiasing software rasterizer
+//
+
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ int x0,y0,x1,y1;
+ if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
+ // e.g. space character
+ if (ix0) *ix0 = 0;
+ if (iy0) *iy0 = 0;
+ if (ix1) *ix1 = 0;
+ if (iy1) *iy1 = 0;
+ } else {
+ // move to integral bboxes (treating pixels as little squares, what pixels get touched)?
+ if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
+ if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
+ if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
+ if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
+ }
+}
+
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Rasterizer
+
+typedef struct stbtt__hheap_chunk
+{
+ struct stbtt__hheap_chunk *next;
+} stbtt__hheap_chunk;
+
+typedef struct stbtt__hheap
+{
+ struct stbtt__hheap_chunk *head;
+ void *first_free;
+ int num_remaining_in_head_chunk;
+} stbtt__hheap;
+
+static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
+{
+ if (hh->first_free) {
+ void *p = hh->first_free;
+ hh->first_free = * (void **) p;
+ return p;
+ } else {
+ if (hh->num_remaining_in_head_chunk == 0) {
+ int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
+ stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
+ if (c == NULL)
+ return NULL;
+ c->next = hh->head;
+ hh->head = c;
+ hh->num_remaining_in_head_chunk = count;
+ }
+ --hh->num_remaining_in_head_chunk;
+ return (char *) (hh->head) + size * hh->num_remaining_in_head_chunk;
+ }
+}
+
+static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
+{
+ *(void **) p = hh->first_free;
+ hh->first_free = p;
+}
+
+static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
+{
+ stbtt__hheap_chunk *c = hh->head;
+ while (c) {
+ stbtt__hheap_chunk *n = c->next;
+ STBTT_free(c, userdata);
+ c = n;
+ }
+}
+
+typedef struct stbtt__edge {
+ float x0,y0, x1,y1;
+ int invert;
+} stbtt__edge;
+
+
+typedef struct stbtt__active_edge
+{
+ struct stbtt__active_edge *next;
+ #if STBTT_RASTERIZER_VERSION==1
+ int x,dx;
+ float ey;
+ int direction;
+ #elif STBTT_RASTERIZER_VERSION==2
+ float fx,fdx,fdy;
+ float direction;
+ float sy;
+ float ey;
+ #else
+ #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+ #endif
+} stbtt__active_edge;
+
+#if STBTT_RASTERIZER_VERSION == 1
+#define STBTT_FIXSHIFT 10
+#define STBTT_FIX (1 << STBTT_FIXSHIFT)
+#define STBTT_FIXMASK (STBTT_FIX-1)
+
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+ stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+ float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+ if (!z) return z;
+
+ // round dx down to avoid overshooting
+ if (dxdy < 0)
+ z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
+ else
+ z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
+
+ z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
+ z->x -= off_x * STBTT_FIX;
+
+ z->ey = e->y1;
+ z->next = 0;
+ z->direction = e->invert ? 1 : -1;
+ return z;
+}
+#elif STBTT_RASTERIZER_VERSION == 2
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+ stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+ float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+ //STBTT_assert(e->y0 <= start_point);
+ if (!z) return z;
+ z->fdx = dxdy;
+ z->fdy = (1/dxdy);
+ z->fx = e->x0 + dxdy * (start_point - e->y0);
+ z->fx -= off_x;
+ z->direction = e->invert ? 1.0f : -1.0f;
+ z->sy = e->y0;
+ z->ey = e->y1;
+ z->next = 0;
+ return z;
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#if STBTT_RASTERIZER_VERSION == 1
+// note: this routine clips fills that extend off the edges... ideally this
+// wouldn't happen, but it could happen if the truetype glyph bounding boxes
+// are wrong, or if the user supplies a too-small bitmap
+static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
+{
+ // non-zero winding fill
+ int x0=0, w=0;
+
+ while (e) {
+ if (w == 0) {
+ // if we're currently at zero, we need to record the edge start point
+ x0 = e->x; w += e->direction;
+ } else {
+ int x1 = e->x; w += e->direction;
+ // if we went to zero, we need to draw
+ if (w == 0) {
+ int i = x0 >> STBTT_FIXSHIFT;
+ int j = x1 >> STBTT_FIXSHIFT;
+
+ if (i < len && j >= 0) {
+ if (i == j) {
+ // x0,x1 are the same pixel, so compute combined coverage
+ scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
+ } else {
+ if (i >= 0) // add antialiasing for x0
+ scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
+ else
+ i = -1; // clip
+
+ if (j < len) // add antialiasing for x1
+ scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
+ else
+ j = len; // clip
+
+ for (++i; i < j; ++i) // fill pixels between x0 and x1
+ scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
+ }
+ }
+ }
+ }
+
+ e = e->next;
+ }
+}
+
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+ stbtt__hheap hh = { 0 };
+ stbtt__active_edge *active = NULL;
+ int y,j=0;
+ int max_weight = (255 / vsubsample); // weight per vertical scanline
+ int s; // vertical subsample index
+ unsigned char scanline_data[512], *scanline;
+
+ if (result->w > 512)
+ scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
+ else
+ scanline = scanline_data;
+
+ y = off_y * vsubsample;
+ e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
+
+ while (j < result->h) {
+ STBTT_memset(scanline, 0, result->w);
+ for (s=0; s < vsubsample; ++s) {
+ // find center of pixel for this scanline
+ float scan_y = y + 0.5f;
+ stbtt__active_edge **step = &active;
+
+ // update all active edges;
+ // remove all active edges that terminate before the center of this scanline
+ while (*step) {
+ stbtt__active_edge * z = *step;
+ if (z->ey <= scan_y) {
+ *step = z->next; // delete from list
+ STBTT_assert(z->direction);
+ z->direction = 0;
+ stbtt__hheap_free(&hh, z);
+ } else {
+ z->x += z->dx; // advance to position for current scanline
+ step = &((*step)->next); // advance through list
+ }
+ }
+
+ // resort the list if needed
+ for(;;) {
+ int changed=0;
+ step = &active;
+ while (*step && (*step)->next) {
+ if ((*step)->x > (*step)->next->x) {
+ stbtt__active_edge *t = *step;
+ stbtt__active_edge *q = t->next;
+
+ t->next = q->next;
+ q->next = t;
+ *step = q;
+ changed = 1;
+ }
+ step = &(*step)->next;
+ }
+ if (!changed) break;
+ }
+
+ // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
+ while (e->y0 <= scan_y) {
+ if (e->y1 > scan_y) {
+ stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
+ // find insertion point
+ if (active == NULL)
+ active = z;
+ else if (z->x < active->x) {
+ // insert at front
+ z->next = active;
+ active = z;
+ } else {
+ // find thing to insert AFTER
+ stbtt__active_edge *p = active;
+ while (p->next && p->next->x < z->x)
+ p = p->next;
+ // at this point, p->next->x is NOT < z->x
+ z->next = p->next;
+ p->next = z;
+ }
+ }
+ ++e;
+ }
+
+ // now process all active edges in XOR fashion
+ if (active)
+ stbtt__fill_active_edges(scanline, result->w, active, max_weight);
+
+ ++y;
+ }
+ STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
+ ++j;
+ }
+
+ stbtt__hheap_cleanup(&hh, userdata);
+
+ if (scanline != scanline_data)
+ STBTT_free(scanline, userdata);
+}
+
+#elif STBTT_RASTERIZER_VERSION == 2
+
+// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
+// (i.e. it has already been clipped to those)
+static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
+{
+ if (y0 == y1) return;
+ STBTT_assert(y0 < y1);
+ STBTT_assert(e->sy <= e->ey);
+ if (y0 > e->ey) return;
+ if (y1 < e->sy) return;
+ if (y0 < e->sy) {
+ x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
+ y0 = e->sy;
+ }
+ if (y1 > e->ey) {
+ x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
+ y1 = e->ey;
+ }
+
+ if (x0 == x)
+ STBTT_assert(x1 <= x+1);
+ else if (x0 == x+1)
+ STBTT_assert(x1 >= x);
+ else if (x0 <= x)
+ STBTT_assert(x1 <= x);
+ else if (x0 >= x+1)
+ STBTT_assert(x1 >= x+1);
+ else
+ STBTT_assert(x1 >= x && x1 <= x+1);
+
+ if (x0 <= x && x1 <= x)
+ scanline[x] += e->direction * (y1-y0);
+ else if (x0 >= x+1 && x1 >= x+1)
+ ;
+ else {
+ STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
+ scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
+ }
+}
+
+static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
+{
+ float y_bottom = y_top+1;
+
+ while (e) {
+ // brute force every pixel
+
+ // compute intersection points with top & bottom
+ STBTT_assert(e->ey >= y_top);
+
+ if (e->fdx == 0) {
+ float x0 = e->fx;
+ if (x0 < len) {
+ if (x0 >= 0) {
+ stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
+ stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
+ } else {
+ stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
+ }
+ }
+ } else {
+ float x0 = e->fx;
+ float dx = e->fdx;
+ float xb = x0 + dx;
+ float x_top, x_bottom;
+ float y0,y1;
+ float dy = e->fdy;
+ STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
+
+ // compute endpoints of line segment clipped to this scanline (if the
+ // line segment starts on this scanline. x0 is the intersection of the
+ // line with y_top, but that may be off the line segment.
+ if (e->sy > y_top) {
+ x_top = x0 + dx * (e->sy - y_top);
+ y0 = e->sy;
+ } else {
+ x_top = x0;
+ y0 = y_top;
+ }
+ if (e->ey < y_bottom) {
+ x_bottom = x0 + dx * (e->ey - y_top);
+ y1 = e->ey;
+ } else {
+ x_bottom = xb;
+ y1 = y_bottom;
+ }
+
+ if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
+ // from here on, we don't have to range check x values
+
+ if ((int) x_top == (int) x_bottom) {
+ float height;
+ // simple case, only spans one pixel
+ int x = (int) x_top;
+ height = y1 - y0;
+ STBTT_assert(x >= 0 && x < len);
+ scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height;
+ scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
+ } else {
+ int x,x1,x2;
+ float y_crossing, step, sign, area;
+ // covers 2+ pixels
+ if (x_top > x_bottom) {
+ // flip scanline vertically; signed area is the same
+ float t;
+ y0 = y_bottom - (y0 - y_top);
+ y1 = y_bottom - (y1 - y_top);
+ t = y0, y0 = y1, y1 = t;
+ t = x_bottom, x_bottom = x_top, x_top = t;
+ dx = -dx;
+ dy = -dy;
+ t = x0, x0 = xb, xb = t;
+ }
+
+ x1 = (int) x_top;
+ x2 = (int) x_bottom;
+ // compute intersection with y axis at x1+1
+ y_crossing = (x1+1 - x0) * dy + y_top;
+
+ sign = e->direction;
+ // area of the rectangle covered from y0..y_crossing
+ area = sign * (y_crossing-y0);
+ // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
+ scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
+
+ step = sign * dy;
+ for (x = x1+1; x < x2; ++x) {
+ scanline[x] += area + step/2;
+ area += step;
+ }
+ y_crossing += dy * (x2 - (x1+1));
+
+ STBTT_assert(fabs(area) <= 1.01f);
+
+ scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (y1-y_crossing);
+
+ scanline_fill[x2] += sign * (y1-y0);
+ }
+ } else {
+ // if edge goes outside of box we're drawing, we require
+ // clipping logic. since this does not match the intended use
+ // of this library, we use a different, very slow brute
+ // force implementation
+ int x;
+ for (x=0; x < len; ++x) {
+ // cases:
+ //
+ // there can be up to two intersections with the pixel. any intersection
+ // with left or right edges can be handled by splitting into two (or three)
+ // regions. intersections with top & bottom do not necessitate case-wise logic.
+ //
+ // the old way of doing this found the intersections with the left & right edges,
+ // then used some simple logic to produce up to three segments in sorted order
+ // from top-to-bottom. however, this had a problem: if an x edge was epsilon
+ // across the x border, then the corresponding y position might not be distinct
+ // from the other y segment, and it might ignored as an empty segment. to avoid
+ // that, we need to explicitly produce segments based on x positions.
+
+ // rename variables to clear pairs
+ float y0 = y_top;
+ float x1 = (float) (x);
+ float x2 = (float) (x+1);
+ float x3 = xb;
+ float y3 = y_bottom;
+ float y1,y2;
+
+ // x = e->x + e->dx * (y-y_top)
+ // (y-y_top) = (x - e->x) / e->dx
+ // y = (x - e->x) / e->dx + y_top
+ y1 = (x - x0) / dx + y_top;
+ y2 = (x+1 - x0) / dx + y_top;
+
+ if (x0 < x1 && x3 > x2) { // three segments descending down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else if (x3 < x1 && x0 > x2) { // three segments descending down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else { // one segment
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
+ }
+ }
+ }
+ }
+ e = e->next;
+ }
+}
+
+// directly AA rasterize edges w/o supersampling
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+ (void)vsubsample;
+ stbtt__hheap hh = { 0 };
+ stbtt__active_edge *active = NULL;
+ int y,j=0, i;
+ float scanline_data[129], *scanline, *scanline2;
+
+ if (result->w > 64)
+ scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
+ else
+ scanline = scanline_data;
+
+ scanline2 = scanline + result->w;
+
+ y = off_y;
+ e[n].y0 = (float) (off_y + result->h) + 1;
+
+ while (j < result->h) {
+ // find center of pixel for this scanline
+ float scan_y_top = y + 0.0f;
+ float scan_y_bottom = y + 1.0f;
+ stbtt__active_edge **step = &active;
+
+ STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
+ STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
+
+ // update all active edges;
+ // remove all active edges that terminate before the top of this scanline
+ while (*step) {
+ stbtt__active_edge * z = *step;
+ if (z->ey <= scan_y_top) {
+ *step = z->next; // delete from list
+ STBTT_assert(z->direction);
+ z->direction = 0;
+ stbtt__hheap_free(&hh, z);
+ } else {
+ step = &((*step)->next); // advance through list
+ }
+ }
+
+ // insert all edges that start before the bottom of this scanline
+ while (e->y0 <= scan_y_bottom) {
+ stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
+ STBTT_assert(z->ey >= scan_y_top);
+ // insert at front
+ z->next = active;
+ active = z;
+ ++e;
+ }
+
+ // now process all active edges
+ if (active)
+ stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
+
+ {
+ float sum = 0;
+ for (i=0; i < result->w; ++i) {
+ float k;
+ int m;
+ sum += scanline2[i];
+ k = scanline[i] + sum;
+ k = (float) fabs(k)*255 + 0.5f;
+ m = (int) k;
+ if (m > 255) m = 255;
+ result->pixels[j*result->stride + i] = (unsigned char) m;
+ }
+ }
+ // advance all the edges
+ step = &active;
+ while (*step) {
+ stbtt__active_edge *z = *step;
+ z->fx += z->fdx; // advance to position for current scanline
+ step = &((*step)->next); // advance through list
+ }
+
+ ++y;
+ ++j;
+ }
+
+ stbtt__hheap_cleanup(&hh, userdata);
+
+ if (scanline != scanline_data)
+ STBTT_free(scanline, userdata);
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0)
+
+static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
+{
+ int i,j;
+ for (i=1; i < n; ++i) {
+ stbtt__edge t = p[i], *a = &t;
+ j = i;
+ while (j > 0) {
+ stbtt__edge *b = &p[j-1];
+ int c = STBTT__COMPARE(a,b);
+ if (!c) break;
+ p[j] = p[j-1];
+ --j;
+ }
+ if (i != j)
+ p[j] = t;
+ }
+}
+
+static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
+{
+ /* threshhold for transitioning to insertion sort */
+ while (n > 12) {
+ stbtt__edge t;
+ int c01,c12,c,m,i,j;
+
+ /* compute median of three */
+ m = n >> 1;
+ c01 = STBTT__COMPARE(&p[0],&p[m]);
+ c12 = STBTT__COMPARE(&p[m],&p[n-1]);
+ /* if 0 >= mid >= end, or 0 < mid < end, then use mid */
+ if (c01 != c12) {
+ /* otherwise, we'll need to swap something else to middle */
+ int z;
+ c = STBTT__COMPARE(&p[0],&p[n-1]);
+ /* 0>mid && mid<n: 0>n => n; 0<n => 0 */
+ /* 0<mid && mid>n: 0>n => 0; 0<n => n */
+ z = (c == c12) ? 0 : n-1;
+ t = p[z];
+ p[z] = p[m];
+ p[m] = t;
+ }
+ /* now p[m] is the median-of-three */
+ /* swap it to the beginning so it won't move around */
+ t = p[0];
+ p[0] = p[m];
+ p[m] = t;
+
+ /* partition loop */
+ i=1;
+ j=n-1;
+ for(;;) {
+ /* handling of equality is crucial here */
+ /* for sentinels & efficiency with duplicates */
+ for (;;++i) {
+ if (!STBTT__COMPARE(&p[i], &p[0])) break;
+ }
+ for (;;--j) {
+ if (!STBTT__COMPARE(&p[0], &p[j])) break;
+ }
+ /* make sure we haven't crossed */
+ if (i >= j) break;
+ t = p[i];
+ p[i] = p[j];
+ p[j] = t;
+
+ ++i;
+ --j;
+ }
+ /* recurse on smaller side, iterate on larger */
+ if (j < (n-i)) {
+ stbtt__sort_edges_quicksort(p,j);
+ p = p+i;
+ n = n-i;
+ } else {
+ stbtt__sort_edges_quicksort(p+i, n-i);
+ n = j;
+ }
+ }
+}
+
+static void stbtt__sort_edges(stbtt__edge *p, int n)
+{
+ stbtt__sort_edges_quicksort(p, n);
+ stbtt__sort_edges_ins_sort(p, n);
+}
+
+typedef struct
+{
+ float x,y;
+} stbtt__point;
+
+static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
+{
+ float y_scale_inv = invert ? -scale_y : scale_y;
+ stbtt__edge *e;
+ int n,i,j,k,m;
+#if STBTT_RASTERIZER_VERSION == 1
+ int vsubsample = result->h < 8 ? 15 : 5;
+#elif STBTT_RASTERIZER_VERSION == 2
+ int vsubsample = 1;
+#else
+ #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+ // vsubsample should divide 255 evenly; otherwise we won't reach full opacity
+
+ // now we have to blow out the windings into explicit edge lists
+ n = 0;
+ for (i=0; i < windings; ++i)
+ n += wcount[i];
+
+ e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
+ if (e == 0) return;
+ n = 0;
+
+ m=0;
+ for (i=0; i < windings; ++i) {
+ stbtt__point *p = pts + m;
+ m += wcount[i];
+ j = wcount[i]-1;
+ for (k=0; k < wcount[i]; j=k++) {
+ int a=k,b=j;
+ // skip the edge if horizontal
+ if (p[j].y == p[k].y)
+ continue;
+ // add edge from j to k to the list
+ e[n].invert = 0;
+ if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
+ e[n].invert = 1;
+ a=j,b=k;
+ }
+ e[n].x0 = p[a].x * scale_x + shift_x;
+ e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
+ e[n].x1 = p[b].x * scale_x + shift_x;
+ e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
+ ++n;
+ }
+ }
+
+ // now sort the edges by their highest point (should snap to integer, and then by x)
+ //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
+ stbtt__sort_edges(e, n);
+
+ // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
+ stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
+
+ STBTT_free(e, userdata);
+}
+
+static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
+{
+ if (!points) return; // during first pass, it's unallocated
+ points[n].x = x;
+ points[n].y = y;
+}
+
+// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
+static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
+{
+ // midpoint
+ float mx = (x0 + 2*x1 + x2)/4;
+ float my = (y0 + 2*y1 + y2)/4;
+ // versus directly drawn line
+ float dx = (x0+x2)/2 - mx;
+ float dy = (y0+y2)/2 - my;
+ if (n > 16) // 65536 segments on one curve better be enough!
+ return 1;
+ if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
+ stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
+ stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
+ } else {
+ stbtt__add_point(points, *num_points,x2,y2);
+ *num_points = *num_points+1;
+ }
+ return 1;
+}
+
+// returns number of contours
+static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
+{
+ stbtt__point *points=0;
+ int num_points=0;
+
+ float objspace_flatness_squared = objspace_flatness * objspace_flatness;
+ int i,n=0,start=0, pass;
+
+ // count how many "moves" there are to get the contour count
+ for (i=0; i < num_verts; ++i)
+ if (vertices[i].type == STBTT_vmove)
+ ++n;
+
+ *num_contours = n;
+ if (n == 0) return 0;
+
+ *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
+
+ if (*contour_lengths == 0) {
+ *num_contours = 0;
+ return 0;
+ }
+
+ // make two passes through the points so we don't need to realloc
+ for (pass=0; pass < 2; ++pass) {
+ float x=0,y=0;
+ if (pass == 1) {
+ points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
+ if (points == NULL) goto error;
+ }
+ num_points = 0;
+ n= -1;
+ for (i=0; i < num_verts; ++i) {
+ switch (vertices[i].type) {
+ case STBTT_vmove:
+ // start the next contour
+ if (n >= 0)
+ (*contour_lengths)[n] = num_points - start;
+ ++n;
+ start = num_points;
+
+ x = vertices[i].x, y = vertices[i].y;
+ stbtt__add_point(points, num_points++, x,y);
+ break;
+ case STBTT_vline:
+ x = vertices[i].x, y = vertices[i].y;
+ stbtt__add_point(points, num_points++, x, y);
+ break;
+ case STBTT_vcurve:
+ stbtt__tesselate_curve(points, &num_points, x,y,
+ vertices[i].cx, vertices[i].cy,
+ vertices[i].x, vertices[i].y,
+ objspace_flatness_squared, 0);
+ x = vertices[i].x, y = vertices[i].y;
+ break;
+ }
+ }
+ (*contour_lengths)[n] = num_points - start;
+ }
+
+ return points;
+error:
+ STBTT_free(points, userdata);
+ STBTT_free(*contour_lengths, userdata);
+ *contour_lengths = 0;
+ *num_contours = 0;
+ return NULL;
+}
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
+{
+ float scale = scale_x > scale_y ? scale_y : scale_x;
+ int winding_count, *winding_lengths;
+ stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
+ if (windings) {
+ stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
+ STBTT_free(winding_lengths, userdata);
+ STBTT_free(windings, userdata);
+ }
+}
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
+{
+ STBTT_free(bitmap, userdata);
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+ int ix0,iy0,ix1,iy1;
+ stbtt__bitmap gbm;
+ stbtt_vertex *vertices;
+ int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+
+ if (scale_x == 0) scale_x = scale_y;
+ if (scale_y == 0) {
+ if (scale_x == 0) return NULL;
+ scale_y = scale_x;
+ }
+
+ stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
+
+ // now we get the size
+ gbm.w = (ix1 - ix0);
+ gbm.h = (iy1 - iy0);
+ gbm.pixels = NULL; // in case we error
+
+ if (width ) *width = gbm.w;
+ if (height) *height = gbm.h;
+ if (xoff ) *xoff = ix0;
+ if (yoff ) *yoff = iy0;
+
+ if (gbm.w && gbm.h) {
+ gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
+ if (gbm.pixels) {
+ gbm.stride = gbm.w;
+
+ stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
+ }
+ }
+ STBTT_free(vertices, info->userdata);
+ return gbm.pixels;
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
+{
+ int ix0,iy0;
+ stbtt_vertex *vertices;
+ int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+ stbtt__bitmap gbm;
+
+ stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
+ gbm.pixels = output;
+ gbm.w = out_w;
+ gbm.h = out_h;
+ gbm.stride = out_stride;
+
+ if (gbm.w && gbm.h)
+ stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
+
+ STBTT_free(vertices, info->userdata);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
+{
+ stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
+{
+ stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
+{
+ stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-CRAPPY packing to keep source code small
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
+ float pixel_height, // height of font in pixels
+ unsigned char *pixels, int pw, int ph, // bitmap to be filled in
+ int first_char, int num_chars, // characters to bake
+ stbtt_bakedchar *chardata)
+{
+ float scale;
+ int x,y,bottom_y, i;
+ stbtt_fontinfo f;
+ if (!stbtt_InitFont(&f, data, offset))
+ return -1;
+ STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+ x=y=1;
+ bottom_y = 1;
+
+ scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
+
+ for (i=0; i < num_chars; ++i) {
+ int advance, lsb, x0,y0,x1,y1,gw,gh;
+ int g = stbtt_FindGlyphIndex(&f, first_char + i);
+ stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
+ stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
+ gw = x1-x0;
+ gh = y1-y0;
+ if (x + gw + 1 >= pw)
+ y = bottom_y, x = 1; // advance to next row
+ if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
+ return -i;
+ STBTT_assert(x+gw < pw);
+ STBTT_assert(y+gh < ph);
+ stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
+ chardata[i].x0 = (stbtt_int16) x;
+ chardata[i].y0 = (stbtt_int16) y;
+ chardata[i].x1 = (stbtt_int16) (x + gw);
+ chardata[i].y1 = (stbtt_int16) (y + gh);
+ chardata[i].xadvance = scale * advance;
+ chardata[i].xoff = (float) x0;
+ chardata[i].yoff = (float) y0;
+ x = x + gw + 1;
+ if (y+gh+1 > bottom_y)
+ bottom_y = y+gh+1;
+ }
+ return bottom_y;
+}
+
+STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
+{
+ float d3d_bias = opengl_fillrule ? 0 : -0.5f;
+ float ipw = 1.0f / pw, iph = 1.0f / ph;
+ stbtt_bakedchar *b = chardata + char_index;
+ int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+ int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+
+ q->x0 = round_x + d3d_bias;
+ q->y0 = round_y + d3d_bias;
+ q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
+ q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
+
+ q->s0 = b->x0 * ipw;
+ q->t0 = b->y0 * iph;
+ q->s1 = b->x1 * ipw;
+ q->t1 = b->y1 * iph;
+
+ *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// rectangle packing replacement routines if you don't have stb_rect_pack.h
+//
+
+#ifndef STB_RECT_PACK_VERSION
+#ifdef _MSC_VER
+#define STBTT__NOTUSED(v) (void)(v)
+#else
+#define STBTT__NOTUSED(v) (void)sizeof(v)
+#endif
+
+typedef int stbrp_coord;
+
+////////////////////////////////////////////////////////////////////////////////////
+// //
+// //
+// COMPILER WARNING ?!?!? //
+// //
+// //
+// if you get a compile warning due to these symbols being defined more than //
+// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" //
+// //
+////////////////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+ int width,height;
+ int x,y,bottom_y;
+} stbrp_context;
+
+typedef struct
+{
+ unsigned char x;
+} stbrp_node;
+
+struct stbrp_rect
+{
+ stbrp_coord x,y;
+ int id,w,h,was_packed;
+};
+
+static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
+{
+ con->width = pw;
+ con->height = ph;
+ con->x = 0;
+ con->y = 0;
+ con->bottom_y = 0;
+ STBTT__NOTUSED(nodes);
+ STBTT__NOTUSED(num_nodes);
+}
+
+static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
+{
+ int i;
+ for (i=0; i < num_rects; ++i) {
+ if (con->x + rects[i].w > con->width) {
+ con->x = 0;
+ con->y = con->bottom_y;
+ }
+ if (con->y + rects[i].h > con->height)
+ break;
+ rects[i].x = con->x;
+ rects[i].y = con->y;
+ rects[i].was_packed = 1;
+ con->x += rects[i].w;
+ if (con->y + rects[i].h > con->bottom_y)
+ con->bottom_y = con->y + rects[i].h;
+ }
+ for ( ; i < num_rects; ++i)
+ rects[i].was_packed = 0;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
+// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
+{
+ stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context);
+ int num_nodes = pw - padding;
+ stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context);
+
+ if (context == NULL || nodes == NULL) {
+ if (context != NULL) STBTT_free(context, alloc_context);
+ if (nodes != NULL) STBTT_free(nodes , alloc_context);
+ return 0;
+ }
+
+ spc->user_allocator_context = alloc_context;
+ spc->width = pw;
+ spc->height = ph;
+ spc->pixels = pixels;
+ spc->pack_info = context;
+ spc->nodes = nodes;
+ spc->padding = padding;
+ spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
+ spc->h_oversample = 1;
+ spc->v_oversample = 1;
+
+ stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
+
+ if (pixels)
+ STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+
+ return 1;
+}
+
+STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc)
+{
+ STBTT_free(spc->nodes , spc->user_allocator_context);
+ STBTT_free(spc->pack_info, spc->user_allocator_context);
+}
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
+{
+ STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
+ STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
+ if (h_oversample <= STBTT_MAX_OVERSAMPLE)
+ spc->h_oversample = h_oversample;
+ if (v_oversample <= STBTT_MAX_OVERSAMPLE)
+ spc->v_oversample = v_oversample;
+}
+
+#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
+
+static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+ unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+ int safe_w = w - kernel_width;
+ int j;
+ for (j=0; j < h; ++j) {
+ int i;
+ unsigned int total;
+ STBTT_memset(buffer, 0, kernel_width);
+
+ total = 0;
+
+ // make kernel_width a constant in common cases so compiler can optimize out the divide
+ switch (kernel_width) {
+ case 2:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 2);
+ }
+ break;
+ case 3:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 3);
+ }
+ break;
+ case 4:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 4);
+ }
+ break;
+ case 5:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 5);
+ }
+ break;
+ default:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / kernel_width);
+ }
+ break;
+ }
+
+ for (; i < w; ++i) {
+ STBTT_assert(pixels[i] == 0);
+ total -= buffer[i & STBTT__OVER_MASK];
+ pixels[i] = (unsigned char) (total / kernel_width);
+ }
+
+ pixels += stride_in_bytes;
+ }
+}
+
+static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+ unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+ int safe_h = h - kernel_width;
+ int j;
+ for (j=0; j < w; ++j) {
+ int i;
+ unsigned int total;
+ STBTT_memset(buffer, 0, kernel_width);
+
+ total = 0;
+
+ // make kernel_width a constant in common cases so compiler can optimize out the divide
+ switch (kernel_width) {
+ case 2:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
+ }
+ break;
+ case 3:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
+ }
+ break;
+ case 4:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
+ }
+ break;
+ case 5:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
+ }
+ break;
+ default:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+ }
+ break;
+ }
+
+ for (; i < h; ++i) {
+ STBTT_assert(pixels[i*stride_in_bytes] == 0);
+ total -= buffer[i & STBTT__OVER_MASK];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+ }
+
+ pixels += 1;
+ }
+}
+
+static float stbtt__oversample_shift(int oversample)
+{
+ if (!oversample)
+ return 0.0f;
+
+ // The prefilter is a box filter of width "oversample",
+ // which shifts phase by (oversample - 1)/2 pixels in
+ // oversampled space. We want to shift in the opposite
+ // direction to counter this.
+ return (float)-(oversample - 1) / (2.0f * (float)oversample);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+ int i,j,k;
+
+ k=0;
+ for (i=0; i < num_ranges; ++i) {
+ float fh = ranges[i].font_size;
+ float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+ ranges[i].h_oversample = (unsigned char) spc->h_oversample;
+ ranges[i].v_oversample = (unsigned char) spc->v_oversample;
+ for (j=0; j < ranges[i].num_chars; ++j) {
+ int x0,y0,x1,y1;
+ int codepoint = ranges[i].first_unicode_codepoint_in_range ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+ int glyph = stbtt_FindGlyphIndex(info, codepoint);
+ stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ 0,0,
+ &x0,&y0,&x1,&y1);
+ rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+ rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+ ++k;
+ }
+ }
+
+ return k;
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+ int i,j,k, return_value = 1;
+
+ // save current values
+ int old_h_over = spc->h_oversample;
+ int old_v_over = spc->v_oversample;
+
+ k = 0;
+ for (i=0; i < num_ranges; ++i) {
+ float fh = ranges[i].font_size;
+ float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+ float recip_h,recip_v,sub_x,sub_y;
+ spc->h_oversample = ranges[i].h_oversample;
+ spc->v_oversample = ranges[i].v_oversample;
+ recip_h = 1.0f / spc->h_oversample;
+ recip_v = 1.0f / spc->v_oversample;
+ sub_x = stbtt__oversample_shift(spc->h_oversample);
+ sub_y = stbtt__oversample_shift(spc->v_oversample);
+ for (j=0; j < ranges[i].num_chars; ++j) {
+ stbrp_rect *r = &rects[k];
+ if (r->was_packed) {
+ stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
+ int advance, lsb, x0,y0,x1,y1;
+ int codepoint = ranges[i].first_unicode_codepoint_in_range ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+ int glyph = stbtt_FindGlyphIndex(info, codepoint);
+ stbrp_coord pad = (stbrp_coord) spc->padding;
+
+ // pad on left and top
+ r->x += pad;
+ r->y += pad;
+ r->w -= pad;
+ r->h -= pad;
+ stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
+ stbtt_GetGlyphBitmapBox(info, glyph,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ &x0,&y0,&x1,&y1);
+ stbtt_MakeGlyphBitmapSubpixel(info,
+ spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w - spc->h_oversample+1,
+ r->h - spc->v_oversample+1,
+ spc->stride_in_bytes,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ 0,0,
+ glyph);
+
+ if (spc->h_oversample > 1)
+ stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w, r->h, spc->stride_in_bytes,
+ spc->h_oversample);
+
+ if (spc->v_oversample > 1)
+ stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w, r->h, spc->stride_in_bytes,
+ spc->v_oversample);
+
+ bc->x0 = (stbtt_int16) r->x;
+ bc->y0 = (stbtt_int16) r->y;
+ bc->x1 = (stbtt_int16) (r->x + r->w);
+ bc->y1 = (stbtt_int16) (r->y + r->h);
+ bc->xadvance = scale * advance;
+ bc->xoff = (float) x0 * recip_h + sub_x;
+ bc->yoff = (float) y0 * recip_v + sub_y;
+ bc->xoff2 = (x0 + r->w) * recip_h + sub_x;
+ bc->yoff2 = (y0 + r->h) * recip_v + sub_y;
+ } else {
+ return_value = 0; // if any fail, report failure
+ }
+
+ ++k;
+ }
+ }
+
+ // restore original values
+ spc->h_oversample = old_h_over;
+ spc->v_oversample = old_v_over;
+
+ return return_value;
+}
+
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
+{
+ stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
+}
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
+{
+ stbtt_fontinfo info;
+ int i,j,n, return_value = 1;
+ //stbrp_context *context = (stbrp_context *) spc->pack_info;
+ stbrp_rect *rects;
+
+ // flag all characters as NOT packed
+ for (i=0; i < num_ranges; ++i)
+ for (j=0; j < ranges[i].num_chars; ++j)
+ ranges[i].chardata_for_range[j].x0 =
+ ranges[i].chardata_for_range[j].y0 =
+ ranges[i].chardata_for_range[j].x1 =
+ ranges[i].chardata_for_range[j].y1 = 0;
+
+ n = 0;
+ for (i=0; i < num_ranges; ++i)
+ n += ranges[i].num_chars;
+
+ rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
+ if (rects == NULL)
+ return 0;
+
+ stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
+
+ n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
+
+ stbtt_PackFontRangesPackRects(spc, rects, n);
+
+ return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
+
+ STBTT_free(rects, spc->user_allocator_context);
+ return return_value;
+}
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,
+ int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
+{
+ stbtt_pack_range range;
+ range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
+ range.array_of_unicode_codepoints = NULL;
+ range.num_chars = num_chars_in_range;
+ range.chardata_for_range = chardata_for_range;
+ range.font_size = font_size;
+ return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
+}
+
+STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
+{
+ float ipw = 1.0f / pw, iph = 1.0f / ph;
+ stbtt_packedchar *b = chardata + char_index;
+
+ if (align_to_integer) {
+ float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+ float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+ q->x0 = x;
+ q->y0 = y;
+ q->x1 = x + b->xoff2 - b->xoff;
+ q->y1 = y + b->yoff2 - b->yoff;
+ } else {
+ q->x0 = *xpos + b->xoff;
+ q->y0 = *ypos + b->yoff;
+ q->x1 = *xpos + b->xoff2;
+ q->y1 = *ypos + b->yoff2;
+ }
+
+ q->s0 = b->x0 * ipw;
+ q->t0 = b->y0 * iph;
+ q->s1 = b->x1 * ipw;
+ q->t1 = b->y1 * iph;
+
+ *xpos += b->xadvance;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// font name matching -- recommended not to use this
+//
+
+// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
+static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(const stbtt_uint8 *s1, stbtt_int32 len1, const stbtt_uint8 *s2, stbtt_int32 len2)
+{
+ stbtt_int32 i=0;
+
+ // convert utf16 to utf8 and compare the results while converting
+ while (len2) {
+ stbtt_uint16 ch = s2[0]*256 + s2[1];
+ if (ch < 0x80) {
+ if (i >= len1) return -1;
+ if (s1[i++] != ch) return -1;
+ } else if (ch < 0x800) {
+ if (i+1 >= len1) return -1;
+ if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
+ if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
+ } else if (ch >= 0xd800 && ch < 0xdc00) {
+ stbtt_uint32 c;
+ stbtt_uint16 ch2 = s2[2]*256 + s2[3];
+ if (i+3 >= len1) return -1;
+ c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
+ if (s1[i++] != 0xf0 + (c >> 18)) return -1;
+ if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1;
+ s2 += 2; // plus another 2 below
+ len2 -= 2;
+ } else if (ch >= 0xdc00 && ch < 0xe000) {
+ return -1;
+ } else {
+ if (i+2 >= len1) return -1;
+ if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
+ if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1;
+ }
+ s2 += 2;
+ len2 -= 2;
+ }
+ return i;
+}
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
+{
+ return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((const stbtt_uint8*) s1, len1, (const stbtt_uint8*) s2, len2);
+}
+
+// returns results in whatever encoding you request... but note that 2-byte encodings
+// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
+{
+ stbtt_int32 i,count,stringOffset;
+ stbtt_uint8 *fc = font->data;
+ stbtt_uint32 offset = font->fontstart;
+ stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
+ if (!nm) return NULL;
+
+ count = ttUSHORT(fc+nm+2);
+ stringOffset = nm + ttUSHORT(fc+nm+4);
+ for (i=0; i < count; ++i) {
+ stbtt_uint32 loc = nm + 6 + 12 * i;
+ if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
+ && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
+ *length = ttUSHORT(fc+loc+8);
+ return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
+ }
+ }
+ return NULL;
+}
+
+static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
+{
+ stbtt_int32 i;
+ stbtt_int32 count = ttUSHORT(fc+nm+2);
+ stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
+
+ for (i=0; i < count; ++i) {
+ stbtt_uint32 loc = nm + 6 + 12 * i;
+ stbtt_int32 id = ttUSHORT(fc+loc+6);
+ if (id == target_id) {
+ // find the encoding
+ stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
+
+ // is this a Unicode encoding?
+ if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
+ stbtt_int32 slen = ttUSHORT(fc+loc+8);
+ stbtt_int32 off = ttUSHORT(fc+loc+10);
+
+ // check if there's a prefix match
+ stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
+ if (matchlen >= 0) {
+ // check for target_id+1 immediately following, with same encoding & language
+ if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
+ slen = ttUSHORT(fc+loc+12+8);
+ off = ttUSHORT(fc+loc+12+10);
+ if (slen == 0) {
+ if (matchlen == nlen)
+ return 1;
+ } else if (matchlen < nlen && name[matchlen] == ' ') {
+ ++matchlen;
+ if (stbtt_CompareUTF8toUTF16_bigendian((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
+ return 1;
+ }
+ } else {
+ // if nothing immediately following
+ if (matchlen == nlen)
+ return 1;
+ }
+ }
+ }
+
+ // @TODO handle other encodings
+ }
+ }
+ return 0;
+}
+
+static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
+{
+ stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
+ stbtt_uint32 nm,hd;
+ if (!stbtt__isfont(fc+offset)) return 0;
+
+ // check italics/bold/underline flags in macStyle...
+ if (flags) {
+ hd = stbtt__find_table(fc, offset, "head");
+ if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
+ }
+
+ nm = stbtt__find_table(fc, offset, "name");
+ if (!nm) return 0;
+
+ if (flags) {
+ // if we checked the macStyle flags, then just check the family and ignore the subfamily
+ if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
+ } else {
+ if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
+ }
+
+ return 0;
+}
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *font_collection, const char *name_utf8, stbtt_int32 flags)
+{
+ stbtt_int32 i;
+ for (i=0;;++i) {
+ stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
+ if (off < 0) return off;
+ if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
+ return off;
+ }
+}
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+
+// FULL VERSION HISTORY
+//
+// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+// allow PackFontRanges to pack and render in separate phases;
+// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+// fixed an assert() bug in the new rasterizer
+// replace assert() with STBTT_assert() in new rasterizer
+// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+// also more precise AA rasterizer, except if shapes overlap
+// remove need for STBTT_sort
+// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+// 1.04 (2015-04-15) typo in example
+// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
+// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
+// non-oversampled; STBTT_POINT_SIZE for packed case only
+// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
+// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
+// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID
+// 0.8b (2014-07-07) fix a warning
+// 0.8 (2014-05-25) fix a few more warnings
+// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
+// 0.6c (2012-07-24) improve documentation
+// 0.6b (2012-07-20) fix a few more warnings
+// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
+// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
+// 0.5 (2011-12-09) bugfixes:
+// subpixel glyph renderer computed wrong bounding box
+// first vertex of shape can be off-curve (FreeSans)
+// 0.4b (2011-12-03) fixed an error in the font baking example
+// 0.4 (2011-12-01) kerning, subpixel rendering (tor)
+// bugfixes for:
+// codepoint-to-glyph conversion using table fmt=12
+// codepoint-to-glyph conversion using table fmt=4
+// stbtt_GetBakedQuad with non-square texture (Zer)
+// updated Hello World! sample to use kerning and subpixel
+// fixed some warnings
+// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM)
+// userdata, malloc-from-userdata, non-zero fill (stb)
+// 0.2 (2009-03-11) Fix unsigned/signed char warnings
+// 0.1 (2009-03-09) First public release
+//
diff --git a/samples/D3D12/src/BinMeshReader.h b/samples/D3D12/src/BinMeshReader.h
new file mode 100644
index 0000000..2b1679b
--- /dev/null
+++ b/samples/D3D12/src/BinMeshReader.h
@@ -0,0 +1,60 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#pragma once
+
+bool LoadVertices(const WCHAR* FileName, std::vector<Vertex>& OutVertices)
+{
+ FILE* fp = _wfopen(FileName, L"rb");
+ if (!fp) return false;
+
+ fseek(fp, 0L, SEEK_END);
+ UINT FileSize = ftell(fp);
+ fseek(fp, 0L, SEEK_SET);
+
+ UINT NumVertices = FileSize / sizeof(Vertex::position);
+
+ for (UINT Idx = 0; Idx < NumVertices; ++Idx)
+ {
+ Vertex vertex;
+ fread(&vertex.position, sizeof(XMFLOAT3), 1, fp);
+ vertex.normal.x = vertex.normal.y = 0;
+ vertex.normal.z = 1.0;
+ vertex.textureCoordinate.x = vertex.textureCoordinate.y = 0;
+ OutVertices.push_back(vertex);
+ }
+
+ fclose(fp);
+ return true;
+}
+
+bool LoadIndices(const WCHAR* FileName, std::vector<uint32_t>& OutIndices)
+{
+ FILE* fp = _wfopen(FileName, L"rb");
+ if (!fp) return false;
+
+ fseek(fp, 0L, SEEK_END);
+ UINT FileSize = ftell(fp);
+ fseek(fp, 0L, SEEK_SET);
+
+ UINT NumIndices = FileSize / sizeof(uint32_t);
+
+ for (UINT Idx = 0; Idx < NumIndices; ++Idx)
+ {
+ uint32_t index;
+ fread(&index, sizeof(index), 1, fp);
+ OutIndices.push_back(index);
+ }
+
+ fclose(fp);
+ return true;
+}
+
+
diff --git a/samples/D3D12/src/SSAO12_2015.sln b/samples/D3D12/src/SSAO12_2015.sln
new file mode 100644
index 0000000..d0f2f76
--- /dev/null
+++ b/samples/D3D12/src/SSAO12_2015.sln
@@ -0,0 +1,28 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.23107.0
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Viewer", "Viewer.vcxproj", "{CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x64 = Debug|x64
+ Debug|x86 = Debug|x86
+ Release|x64 = Release|x64
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Debug|x64.ActiveCfg = Debug|x64
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Debug|x64.Build.0 = Debug|x64
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Debug|x86.ActiveCfg = Debug|Win32
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Debug|x86.Build.0 = Debug|Win32
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Release|x64.ActiveCfg = Release|x64
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Release|x64.Build.0 = Release|x64
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Release|x86.ActiveCfg = Release|Win32
+ {CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}.Release|x86.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/samples/D3D12/src/SibenikIndices.bin b/samples/D3D12/src/SibenikIndices.bin
new file mode 100644
index 0000000..8775c0c
--- /dev/null
+++ b/samples/D3D12/src/SibenikIndices.bin
Binary files differ
diff --git a/samples/D3D12/src/SibenikVertices.bin b/samples/D3D12/src/SibenikVertices.bin
new file mode 100644
index 0000000..561d39e
--- /dev/null
+++ b/samples/D3D12/src/SibenikVertices.bin
Binary files differ
diff --git a/samples/D3D12/src/Viewer.cpp b/samples/D3D12/src/Viewer.cpp
new file mode 100644
index 0000000..e445ffd
--- /dev/null
+++ b/samples/D3D12/src/Viewer.cpp
@@ -0,0 +1,1216 @@
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include <Windows.h>
+#include <tchar.h>
+#include <wrl/client.h>
+#include <stdexcept>
+#include <dxgi1_4.h>
+#include <d3d12.h>
+#include <d3dcompiler.h>
+#include <d3dx12.h>
+#include <d3dx12p.h>
+
+#include <DirectXMath.h>
+
+// For UI rendering
+#include <imgui.h>
+#include "imgui_impl_dx12.h"
+
+#include <string>
+#include <vector>
+
+// Header for HBAO+
+#include "GFSDK_SSAO.h"
+
+// Library link for HBAO+
+#ifdef _WIN64
+#pragma comment(lib, "GFSDK_SSAO_D3D12.win64.lib")
+#else
+#pragma comment(lib, "GFSDK_SSAO_D3D12.win32.lib")
+#endif
+
+// Use binary mesh reader or obj reader
+#define USE_BIN_MESH_READER 1
+
+// MSAA sample count for Viewer application
+#define MSAA_SAMPLE_COUNT 1
+
+#define SRC_PATH L"..\\src\\"
+#define HLSL_FILE_PATH SRC_PATH L"Viewer.hlsl"
+#define VERTEX_BIN_FILE_PATH SRC_PATH L"SibenikVertices.bin"
+#define INDEX_BIN_FILE_PATH SRC_PATH L"SibenikIndices.bin"
+
+using namespace std;
+using namespace DirectX;
+using Microsoft::WRL::ComPtr;
+
+struct Vertex
+{
+ DirectX::XMFLOAT3 position;
+ DirectX::XMFLOAT3 normal;
+ DirectX::XMFLOAT2 textureCoordinate;
+};
+
+struct Mesh
+{
+ std::vector<Vertex> vertices;
+ std::vector<uint32_t> indices;
+};
+
+// For mesh loading
+#if USE_BIN_MESH_READER
+#include "BinMeshReader.h"
+#else
+#include "WaveFrontReader.h"
+#endif
+
+#pragma comment(lib, "dxgi.lib")
+#pragma comment(lib, "d3d12.lib")
+#pragma comment(lib, "d3dcompiler.lib")
+
+namespace
+{
+ int gWindowWidth = 1280;
+ int gWindowHeight = 720;
+ bool gIsWindowed = true;
+ int gAdapterIndex = -1;
+ HWND gMainWindowHandle = 0;
+ float gCameraDistance = 1.0f;
+ float gModelRotation = 90.0f;
+ bool gUseSSAO = true;
+ bool gDrawUI = true;
+ std::string gSelectedGraphicsAdapter;
+ DXGI_FORMAT gColorTextureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ DXGI_FORMAT gNormalTextureFormat = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ DXGI_FORMAT gDepthTextureFormat = DXGI_FORMAT_D32_FLOAT;
+};
+
+void CHK(HRESULT hr)
+{
+ if (FAILED(hr))
+ throw runtime_error("HRESULT is failed value.");
+}
+
+class D3D
+{
+public:
+ // Number of swap chains
+ static const UINT FrameCount = 4;
+
+ ComPtr<IDXGIFactory4> mDxgiFactory;
+ ComPtr<IDXGISwapChain3> mSwapChain;
+
+ int mBufferWidth, mBufferHeight;
+ UINT mFrameIndex = 0;
+
+ ID3D12Device* mDev;
+ ComPtr<ID3D12CommandAllocator> mCmdAllocs[FrameCount];
+ ComPtr<ID3D12CommandQueue> mCmdQueue;
+
+ ComPtr<ID3D12GraphicsCommandList> mCmdList;
+
+ ComPtr<ID3D12Fence> mFence;
+ UINT64 mFenceValues[FrameCount];
+ HANDLE mFenceEvent = 0;
+
+ ComPtr<ID3D12DescriptorHeap> mDescHeapRtv;
+ ComPtr<ID3D12DescriptorHeap> mDescHeapDsv;
+ ComPtr<ID3D12DescriptorHeap> mDescHeapCbvSrvUav;
+ ComPtr<ID3D12DescriptorHeap> mDescHeapSampler;
+ ComPtr<ID3D12DescriptorHeap> mSsaoDescHeapCbvSrvUav;
+
+ ComPtr<ID3D12RootSignature> mRootSignature;
+ ComPtr<ID3D12PipelineState> mPso;
+
+ ComPtr<ID3D12Resource> mVB;
+ D3D12_VERTEX_BUFFER_VIEW mVBView = {};
+ D3D12_INDEX_BUFFER_VIEW mIBView = {};
+ UINT mIndexCount = 0;
+ UINT mVBIndexOffset = 0;
+
+ ComPtr<ID3D12Resource> mDepthBuffer;
+ ComPtr<ID3D12Resource> mConstantBuffer;
+ void* mCBUploadPtr = nullptr;
+
+ // Normal buffer and render target
+ ComPtr<ID3D12Resource> mNormalBuffer[FrameCount];
+ GFSDK_SSAO_RenderTargetView_D3D12 mNormalRTV[FrameCount];
+ GFSDK_SSAO_ShaderResourceView_D3D12 mNormalSRV[FrameCount];
+
+ // Color buffer and render target
+ ComPtr<ID3D12Resource> mColorBuffer[FrameCount];
+ GFSDK_SSAO_RenderTargetView_D3D12 mColorRTV[FrameCount];
+
+ // HBAO+ context and parameter
+ GFSDK_SSAO_Context_D3D12* mSSAO;
+ GFSDK_SSAO_Parameters mAOParams;
+
+public:
+ //--------------------------------------------------------------------------------
+ D3D(int Width, int Height, HWND hWnd, BOOL IsWindowed, INT AdapterIndex)
+ : mBufferWidth(Width), mBufferHeight(Height), mDev(nullptr), mFrameIndex(0), mSSAO(nullptr)
+ {
+ CHK(CreateDXGIFactory1(IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf())));
+
+#if _DEBUG
+ ID3D12Debug* debug = nullptr;
+ D3D12GetDebugInterface(IID_PPV_ARGS(&debug));
+ if (debug)
+ {
+ debug->EnableDebugLayer();
+ debug->Release();
+ debug = nullptr;
+ }
+#endif /* _DEBUG */
+
+ ZeroMemory(mFenceValues, sizeof(mFenceValues));
+
+ ID3D12Device* dev = nullptr;
+ bool UseWarpDevice = false;
+
+ if (UseWarpDevice)
+ {
+ ComPtr<IDXGIAdapter> warpAdapter;
+ CHK(mDxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
+
+ CHK(D3D12CreateDevice(
+ warpAdapter.Get(),
+ D3D_FEATURE_LEVEL_11_0,
+ IID_PPV_ARGS(&dev)
+ ));
+ }
+ else
+ {
+ ComPtr<IDXGIAdapter> Adapter;
+ UINT NumAdapters = 0;
+ std::vector< ComPtr<IDXGIAdapter> > Adapters;
+ for (UINT idx = 0; mDxgiFactory->EnumAdapters(idx, Adapter.GetAddressOf()) != DXGI_ERROR_NOT_FOUND; ++idx)
+ {
+ DXGI_ADAPTER_DESC AdapterDesc;
+ Adapter->GetDesc(&AdapterDesc);
+ // GPU name : adapter_desc.Description
+ wchar_t buff[1024];
+ swprintf(buff, L"Graphics Adapter(%d) : %s\n", idx, &AdapterDesc.Description);
+ OutputDebugStringW(buff);
+ Adapters.push_back(Adapter);
+ NumAdapters++;
+ }
+
+ if ((AdapterIndex >= 0) && (AdapterIndex < (INT)NumAdapters))
+ {
+ Adapter = Adapters[AdapterIndex];
+ }
+ else
+ {
+ Adapter = Adapters[0];
+ }
+
+ DXGI_ADAPTER_DESC AdapterDesc;
+ Adapter->GetDesc(&AdapterDesc);
+ std::wstring DescW = AdapterDesc.Description;
+ std::string DescA = std::string(DescW.begin(), DescW.end());
+ gSelectedGraphicsAdapter = DescA;
+ Adapters.push_back(Adapter);
+
+ CHK(D3D12CreateDevice(Adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev)));
+ }
+
+ mDev = dev;
+
+ const UINT NodeMask = 1;
+
+ for (UINT n = 0; n < FrameCount; n++)
+ {
+ CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&mCmdAllocs[n])));
+ }
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.NodeMask = NodeMask;
+ CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf())));
+
+ CHK(mDev->CreateCommandList(NodeMask, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAllocs[mFrameIndex].Get(), nullptr, IID_PPV_ARGS(&mCmdList)));
+
+#define SSAO_NUM_DEPTH_SRV 1
+#define SSAO_NUM_NORMAL_SRV FrameCount
+#define SSAO_NUM_SRV (SSAO_NUM_DEPTH_SRV + SSAO_NUM_NORMAL_SRV + GFSDK_SSAO_NUM_DESCRIPTORS_CBV_SRV_UAV_HEAP_D3D12)
+
+#define IMGUI_NUM_CBV 1
+#define IMGUI_NUM_SRV 1
+
+#define VIEWER_NUM_CBV 1
+#define VIEWER_NUM_COLOR_RTV FrameCount
+#define VIEWER_NUM_NORMAL_RTV FrameCount
+
+#define VIEWER_NUM_RTV (VIEWER_NUM_COLOR_RTV + VIEWER_NUM_NORMAL_RTV)
+#define VIEWER_NUM_DSV 1
+#define VIEWER_NUM_SAMPLER 0
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = VIEWER_NUM_RTV + GFSDK_SSAO_NUM_DESCRIPTORS_RTV_HEAP_D3D12;
+ desc.NodeMask = NodeMask;
+ CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf())));
+ mDescHeapRtv->SetName(L"ViewerDescHeapRtv");
+
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
+ desc.NumDescriptors = VIEWER_NUM_DSV;
+ desc.NodeMask = NodeMask;
+ CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapDsv.ReleaseAndGetAddressOf())));
+ mDescHeapDsv->SetName(L"ViewerDescHeapDsv");
+
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = VIEWER_NUM_CBV + IMGUI_NUM_CBV + IMGUI_NUM_SRV;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ desc.NodeMask = NodeMask;
+ CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf())));
+ mDescHeapCbvSrvUav->SetName(L"ViewerDescHeapCbvSrvUav");
+
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
+ desc.NumDescriptors = VIEWER_NUM_SAMPLER;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ desc.NodeMask = NodeMask;
+ if (desc.NumDescriptors > 0)
+ {
+ CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf())));
+ mDescHeapSampler->SetName(L"ViewerDescHeapSampler");
+ }
+ }
+
+ // Create a desc heap for SSAO
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = SSAO_NUM_SRV;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ desc.NodeMask = NodeMask;
+ CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mSsaoDescHeapCbvSrvUav.ReleaseAndGetAddressOf())));
+ mSsaoDescHeapCbvSrvUav->SetName(L"ViewerSsaoDescHeapCbvSrvUav");
+ }
+
+ CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf())));
+ mFence->SetName(L"ViewerFence");
+
+ mFenceValues[mFrameIndex]++;
+
+ mFenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
+
+ ResizeD3D(hWnd, Width, Height, IsWindowed);
+
+ {
+ CD3DX12_DESCRIPTOR_RANGE descRange1[1];
+ descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
+
+ CD3DX12_ROOT_PARAMETER rootParam[1];
+ rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1);
+
+ ID3D10Blob *sig, *info;
+ auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC();
+ rootSigDesc.NumParameters = 1;
+ rootSigDesc.NumStaticSamplers = 0;
+ rootSigDesc.pParameters = rootParam;
+ rootSigDesc.pStaticSamplers = nullptr;
+ rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+ CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info));
+ mDev->CreateRootSignature(
+ 0,
+ sig->GetBufferPointer(),
+ sig->GetBufferSize(),
+ IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf()));
+ mRootSignature->SetName(L"ViewerRS");
+ sig->Release();
+ }
+
+ ID3D10Blob *vs, *ps;
+ {
+ ID3D10Blob *info;
+ UINT flag = 0;
+#if _DEBUG
+ flag |= D3DCOMPILE_DEBUG;
+#endif /* _DEBUG */
+ CHK(D3DCompileFromFile(HLSL_FILE_PATH, nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info));
+ CHK(D3DCompileFromFile(HLSL_FILE_PATH, nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info));
+ }
+ D3D12_INPUT_ELEMENT_DESC inputLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.InputLayout.NumElements = 3;
+ psoDesc.InputLayout.pInputElementDescs = inputLayout;
+ psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+ psoDesc.pRootSignature = mRootSignature.Get();
+ psoDesc.VS.pShaderBytecode = vs->GetBufferPointer();
+ psoDesc.VS.BytecodeLength = vs->GetBufferSize();
+ psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
+ psoDesc.PS.BytecodeLength = ps->GetBufferSize();
+ psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
+ psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
+ psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
+ psoDesc.DepthStencilState.DepthEnable = true;
+ psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
+ psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ psoDesc.DepthStencilState.StencilEnable = false;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = gNormalTextureFormat;
+ psoDesc.DSVFormat = gDepthTextureFormat;
+ psoDesc.SampleDesc.Count = MSAA_SAMPLE_COUNT;
+ CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf())));
+ mPso->SetName(L"ViewerPSO");
+ vs->Release();
+ ps->Release();
+
+#if (USE_BIN_MESH_READER)
+ Mesh mesh;
+ LoadVertices(VERTEX_BIN_FILE_PATH, mesh.vertices);
+ LoadIndices(INDEX_BIN_FILE_PATH, mesh.indices);
+#else
+ WaveFrontReader<uint32_t> mesh;
+ CHK(mesh.Load(L"sibenik.obj"));
+#endif
+
+ mIndexCount = static_cast<UINT>(mesh.indices.size());
+ mVBIndexOffset = static_cast<UINT>(sizeof(mesh.vertices[0]) * mesh.vertices.size());
+ UINT IBSize = static_cast<UINT>(sizeof(mesh.indices[0]) * mIndexCount);
+
+ void* vbData = mesh.vertices.data();
+ void* ibData = mesh.indices.data();
+ CHK(mDev->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize),
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf())));
+ mVB->SetName(L"VertexBuffer");
+
+ char* vbUploadPtr = nullptr;
+ CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr)));
+ memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset);
+ memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize);
+ mVB->Unmap(0, nullptr);
+
+ mVBView.BufferLocation = mVB->GetGPUVirtualAddress();
+ mVBView.StrideInBytes = sizeof(mesh.vertices[0]);
+ mVBView.SizeInBytes = mVBIndexOffset;
+ mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + mVBIndexOffset;
+ mIBView.Format = (sizeof(mesh.indices[0]) == 2) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ mIBView.SizeInBytes = IBSize;
+
+ // Constant buffer
+ CHK(mDev->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(mConstantBuffer.ReleaseAndGetAddressOf())));
+ mConstantBuffer->SetName(L"ViewerConstantBuffer");
+
+ D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
+ cbvDesc.BufferLocation = mConstantBuffer->GetGPUVirtualAddress();
+ cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT; // must be a multiple of 256
+ mDev->CreateConstantBufferView(&cbvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart());
+ CHK(mConstantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr)));
+
+ InitSSAO();
+
+ mAOParams = {};
+ mAOParams.Radius = 2.f;
+ mAOParams.Bias = 0.2f;
+ mAOParams.PowerExponent = 2.f;
+ mAOParams.Blur.Enable = true;
+ mAOParams.Blur.Sharpness = 32.f;
+ mAOParams.Blur.Radius = GFSDK_SSAO_BLUR_RADIUS_4;
+
+ ImGui_ImplDX12_Init(hWnd, dev, mCmdQueue.Get(), mCmdList.Get(), mDescHeapCbvSrvUav.Get(), VIEWER_NUM_CBV);
+ }
+
+ //--------------------------------------------------------------------------------
+ void Release()
+ {
+ ReleaseSSAO();
+ ImGui_ImplDX12_Shutdown();
+
+ mConstantBuffer->Unmap(0, nullptr);
+ CloseHandle(mFenceEvent);
+ for (UINT Idx = 0; Idx < FrameCount; ++Idx)
+ {
+ mCmdAllocs[Idx].Reset();
+ mColorBuffer[Idx].Reset();
+ mNormalBuffer[Idx].Reset();
+ }
+ mCmdList.Reset();
+ mFence.Reset();
+ mCmdQueue.Reset();
+ mSsaoDescHeapCbvSrvUav.Reset();
+ mDescHeapCbvSrvUav.Reset();
+ mDescHeapDsv.Reset();
+ mDescHeapRtv.Reset();
+ mDescHeapSampler.Reset();
+ if (mSwapChain)
+ {
+ mSwapChain->SetFullscreenState(FALSE, NULL);
+ mSwapChain.Reset();
+ }
+ mConstantBuffer.Reset();
+ mDepthBuffer.Reset();
+ mDxgiFactory.Reset();
+ mPso.Reset();
+ mRootSignature.Reset();
+ mVB.Reset();
+ }
+
+ //--------------------------------------------------------------------------------
+ ~D3D()
+ {
+ Release();
+ }
+
+ //--------------------------------------------------------------------------------
+ void ResizeD3D(HWND hWnd, int Width, int Height, BOOL IsWindowed)
+ {
+ if (!mDev)
+ {
+ return;
+ }
+
+ DXGI_SWAP_CHAIN_DESC scDesc = {};
+ scDesc.BufferCount = FrameCount;
+ scDesc.BufferDesc.Width = Width;
+ scDesc.BufferDesc.Height = Height;
+ scDesc.BufferDesc.Format = gColorTextureFormat;
+ scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ //scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; // For better framerate in windowed mode, but it won't allow fullscreen switching
+ scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ scDesc.OutputWindow = hWnd;
+ scDesc.SampleDesc.Count = 1;
+ scDesc.SampleDesc.Quality = 0;
+ scDesc.Windowed = IsWindowed;
+
+ WaitForGpuIdle();
+
+ // Release color/normal render targets before calling ResizeBuffers().
+ // Also reset the frame fence values.
+ for (UINT Idx = 0; Idx < FrameCount; ++Idx)
+ {
+ mColorBuffer[Idx].Reset();
+ mNormalBuffer[Idx].Reset();
+ mFenceValues[Idx] = mFenceValues[mFrameIndex];
+ }
+
+ ComPtr<IDXGISwapChain> swapChain;
+ if (!mSwapChain)
+ {
+ CHK(mDxgiFactory->CreateSwapChain(mCmdQueue.Get(), &scDesc, &swapChain));
+ swapChain.As(&mSwapChain);
+ }
+
+ DXGI_SWAP_CHAIN_DESC desc = {};
+ mSwapChain->GetDesc(&desc);
+ CHK(mSwapChain->ResizeBuffers(FrameCount, Width, Height, gColorTextureFormat, desc.Flags));
+
+ mBufferWidth = Width;
+ mBufferHeight = Height;
+
+ mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
+
+ for (UINT i = 0; i < FrameCount; i++)
+ {
+ CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mColorBuffer[i].ReleaseAndGetAddressOf())));
+ mColorBuffer[i]->SetName(L"SwapChain_Buffer");
+ }
+
+ for (UINT FrameIndex = 0; FrameIndex < FrameCount; ++FrameIndex)
+ {
+ // Create color buffer RTV
+ {
+ D3D12_RENDER_TARGET_VIEW_DESC colorRTVDesc = {};
+ colorRTVDesc.Format = gColorTextureFormat;
+ colorRTVDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
+
+ CD3DX12_CPU_DESCRIPTOR_HANDLE ColorRTV(
+ mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(),
+ FrameIndex * mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
+ mDev->CreateRenderTargetView(mColorBuffer[FrameIndex].Get(), &colorRTVDesc, ColorRTV);
+
+ mColorRTV[FrameIndex] = {};
+ mColorRTV[FrameIndex].CpuHandle = ColorRTV.ptr;
+ mColorRTV[FrameIndex].pResource = mColorBuffer[FrameIndex].Get();
+ }
+ }
+
+ // Create depth buffer and SRV
+ {
+ // Create depth resource
+ {
+ D3D12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
+ DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, MSAA_SAMPLE_COUNT, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
+ D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
+
+ D3D12_CLEAR_VALUE dsvClearValue;
+ dsvClearValue.Format = gDepthTextureFormat;
+ dsvClearValue.DepthStencil.Depth = 1.0f;
+ dsvClearValue.DepthStencil.Stencil = 0;
+
+ CHK(mDev->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU
+ D3D12_HEAP_FLAG_NONE,
+ &resourceDesc,
+ D3D12_RESOURCE_STATE_COMMON,
+ &dsvClearValue,
+ IID_PPV_ARGS(mDepthBuffer.ReleaseAndGetAddressOf())));
+ mDepthBuffer->SetName(L"DepthTexture");
+ }
+
+ // Depth DSV
+ {
+ D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
+#if MSAA_SAMPLE_COUNT > 1
+ dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
+#else
+ dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
+#endif
+ dsvDesc.Format = gDepthTextureFormat;
+ dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
+
+ CD3DX12_CPU_DESCRIPTOR_HANDLE DepthDSV(mDescHeapDsv->GetCPUDescriptorHandleForHeapStart());
+ mDev->CreateDepthStencilView(mDepthBuffer.Get(), &dsvDesc, DepthDSV);
+ }
+
+ // Depth SRV
+ {
+ D3D12_SHADER_RESOURCE_VIEW_DESC depthSRVDesc = {};
+
+ depthSRVDesc.Format = DXGI_FORMAT_R32_FLOAT;
+ depthSRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+#if MSAA_SAMPLE_COUNT > 1
+ depthSRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
+#else
+ depthSRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ depthSRVDesc.Texture2D.MipLevels = 1;
+ depthSRVDesc.Texture2D.MostDetailedMip = 0; // No MIP
+ depthSRVDesc.Texture2D.PlaneSlice = 0;
+ depthSRVDesc.Texture2D.ResourceMinLODClamp = 0.0f;
+#endif
+
+ CD3DX12_CPU_DESCRIPTOR_HANDLE DepthSRV(
+ mSsaoDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart());
+ mDev->CreateShaderResourceView(mDepthBuffer.Get(), &depthSRVDesc, DepthSRV);
+ }
+ }
+
+ // Normal render targets
+ for (UINT FrameIndex = 0; FrameIndex < FrameCount; ++FrameIndex)
+ {
+ D3D12_RESOURCE_DESC NormalRTVDesc = CD3DX12_RESOURCE_DESC::Tex2D(
+ gNormalTextureFormat, mBufferWidth, mBufferHeight, 1, 1, MSAA_SAMPLE_COUNT, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
+ D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
+
+ FLOAT ClearColor[] = { 0, 0, 0, 1.0f };
+ CD3DX12_CLEAR_VALUE NormalClearValue(NormalRTVDesc.Format, ClearColor);
+ mDev->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
+ &NormalRTVDesc, D3D12_RESOURCE_STATE_COMMON, &NormalClearValue, IID_PPV_ARGS(mNormalBuffer[FrameIndex].ReleaseAndGetAddressOf()));
+ mNormalBuffer[FrameIndex]->SetName(L"NormalBuffer");
+
+ // SRV
+ D3D12_SHADER_RESOURCE_VIEW_DESC NormalSRVDesc = {};
+ NormalSRVDesc.Format = NormalRTVDesc.Format;
+ NormalSRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+#if MSAA_SAMPLE_COUNT > 1
+ NormalSRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
+#else
+ NormalSRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ NormalSRVDesc.Texture2D.MipLevels = 1;
+ NormalSRVDesc.Texture2D.MostDetailedMip = 0; // No MIP
+ NormalSRVDesc.Texture2D.PlaneSlice = 0;
+ NormalSRVDesc.Texture2D.ResourceMinLODClamp = 0.0f;
+#endif
+
+ mNormalSRV[FrameIndex] = {};
+ mNormalSRV[FrameIndex].pResource = mNormalBuffer[FrameIndex].Get();
+ CD3DX12_CPU_DESCRIPTOR_HANDLE NormalSRVHandle(
+ mSsaoDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart(),
+ SSAO_NUM_DEPTH_SRV + FrameIndex,
+ mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
+ mDev->CreateShaderResourceView(mNormalBuffer[FrameIndex].Get(), &NormalSRVDesc, NormalSRVHandle);
+
+ // RTV
+ D3D12_RENDER_TARGET_VIEW_DESC normalRTVDesc = {};
+ normalRTVDesc.Format = NormalRTVDesc.Format;
+#if MSAA_SAMPLE_COUNT > 1
+ normalRTVDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
+#else
+ normalRTVDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
+ normalRTVDesc.Texture2D.MipSlice = 0;
+#endif
+ mNormalRTV[FrameIndex] = {};
+ mNormalRTV[FrameIndex].pResource = mNormalBuffer[FrameIndex].Get();
+ mNormalRTV[FrameIndex].CpuHandle = CD3DX12_CPU_DESCRIPTOR_HANDLE(
+ mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(),
+ VIEWER_NUM_COLOR_RTV + FrameIndex,
+ mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)).ptr;
+ mDev->CreateRenderTargetView(mNormalBuffer[FrameIndex].Get(), &normalRTVDesc, { mNormalRTV[FrameIndex].CpuHandle });
+ }
+ }
+
+ void InitSSAO()
+ {
+ const UINT NodeMask = 1;
+
+ GFSDK_SSAO_CustomHeap CustomHeap;
+ CustomHeap.new_ = ::operator new;
+ CustomHeap.delete_ = ::operator delete;
+
+ GFSDK_SSAO_DescriptorHeaps_D3D12 DescriptorHeaps;
+
+ DescriptorHeaps.CBV_SRV_UAV.pDescHeap = mSsaoDescHeapCbvSrvUav.Get();
+ DescriptorHeaps.CBV_SRV_UAV.BaseIndex = SSAO_NUM_DEPTH_SRV + SSAO_NUM_NORMAL_SRV;
+ DescriptorHeaps.CBV_SRV_UAV.NumDescriptors = GFSDK_SSAO_NUM_DESCRIPTORS_CBV_SRV_UAV_HEAP_D3D12;
+
+ DescriptorHeaps.RTV.pDescHeap = mDescHeapRtv.Get();
+ DescriptorHeaps.RTV.BaseIndex = VIEWER_NUM_RTV;
+ DescriptorHeaps.RTV.NumDescriptors = GFSDK_SSAO_NUM_DESCRIPTORS_RTV_HEAP_D3D12;
+
+ GFSDK_SSAO_Status status = GFSDK_SSAO_CreateContext_D3D12(mDev, NodeMask, DescriptorHeaps, &mSSAO, &CustomHeap);
+ assert(status == GFSDK_SSAO_OK);
+ }
+
+ void ReleaseSSAO()
+ {
+ if (mSSAO)
+ {
+ mSSAO->Release();
+ mSSAO = nullptr;
+ }
+ }
+
+ //--------------------------------------------------------------------------------
+ ID3D12Device* GetDevice() const
+ {
+ return mDev;
+ }
+
+ void WaitForGpuIdle()
+ {
+ // Schedule a Signal command in the queue.
+ const UINT64 currentFenceValue = mFenceValues[mFrameIndex];
+ CHK(mCmdQueue->Signal(mFence.Get(), currentFenceValue));
+
+ CHK(mFence->SetEventOnCompletion(mFenceValues[mFrameIndex], mFenceEvent));
+ WaitForSingleObjectEx(mFenceEvent, INFINITE, FALSE);
+ }
+
+ //--------------------------------------------------------------------------------
+ void Draw()
+ {
+ // Upload constant buffer
+ XMMATRIX ViewMat, ProjMat, WorldMat, ViewProjMat;
+ {
+#if USE_BIN_MESH_READER
+ ViewMat = XMMatrixIdentity();
+ WorldMat = XMMatrixIdentity();
+#else
+ WorldMat = XMMatrixRotationY(XMConvertToRadians(gModelRotation));
+ ViewMat = XMMatrixLookAtLH({ 0, 1, gCameraDistance }, { 0, 0, 0 }, { 0, 1, 0 });
+#endif
+
+ float nearPlane = .01f;
+ float farPlane = 500.0f;
+ ProjMat = XMMatrixPerspectiveFovLH(40 * 3.141592f / 180.f, (float)mBufferWidth / mBufferHeight, nearPlane, farPlane);
+ XMMATRIX MVPTransMat = XMMatrixTranspose(WorldMat * ViewMat * ProjMat);
+ XMMATRIX WorldTransMat = XMMatrixTranspose(WorldMat);
+
+ ViewProjMat = XMMatrixMultiply(ViewMat, ProjMat);
+
+ // mCBUploadPtr is Write-Combine memory
+ memcpy_s(mCBUploadPtr, 64, &MVPTransMat, 64);
+ memcpy_s(reinterpret_cast<char*>(mCBUploadPtr) + 64, 64, &WorldTransMat, 64);
+ }
+
+ // Get current RTV descriptor
+ CD3DX12_CPU_DESCRIPTOR_HANDLE descHandleRtv(
+ mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(),
+ mFrameIndex,
+ mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
+
+ // Get current swap chain
+ ID3D12Resource* ColorBuffer = mColorBuffer[mFrameIndex].Get();
+ ID3D12Resource* DepthBuffer = mDepthBuffer.Get();
+
+ // Get DSV
+ CD3DX12_CPU_DESCRIPTOR_HANDLE DepthDSV(mDescHeapDsv->GetCPUDescriptorHandleForHeapStart());
+
+ SetResourceBarrier(mCmdList.Get(), ColorBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ SetResourceBarrier(mCmdList.Get(), DepthBuffer, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+
+ // Viewport & Scissor
+ D3D12_VIEWPORT viewport = {};
+ viewport.Width = (float)mBufferWidth;
+ viewport.Height = (float)mBufferHeight;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ mCmdList->RSSetViewports(1, &viewport);
+ D3D12_RECT scissor = {};
+ scissor.right = (LONG)mBufferWidth;
+ scissor.bottom = (LONG)mBufferHeight;
+ mCmdList->RSSetScissorRects(1, &scissor);
+
+ // Clear DepthTexturesh
+ mCmdList->ClearDepthStencilView(DepthDSV, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
+
+ // Draw the geometry
+ D3D12_CPU_DESCRIPTOR_HANDLE RTVs[] = { { mNormalRTV[mFrameIndex].CpuHandle } };
+ mCmdList->OMSetRenderTargets(ARRAYSIZE(RTVs), RTVs, false, &DepthDSV);
+
+ mCmdList->SetGraphicsRootSignature(mRootSignature.Get());
+ ID3D12DescriptorHeap* descHeaps[] = { mDescHeapCbvSrvUav.Get() };
+ mCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
+
+ mCmdList->SetGraphicsRootDescriptorTable(0, mDescHeapCbvSrvUav->GetGPUDescriptorHandleForHeapStart());
+ mCmdList->SetPipelineState(mPso.Get());
+ mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ mCmdList->IASetVertexBuffers(0, 1, &mVBView);
+ mCmdList->IASetIndexBuffer(&mIBView);
+ mCmdList->DrawIndexedInstanced(mIndexCount, 1, 0, 0, 0);
+
+ SetResourceBarrier(mCmdList.Get(), DepthBuffer, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ if (gUseSSAO)
+ {
+ // Set input data
+ GFSDK_SSAO_InputData_D3D12 InputData = {};
+ InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
+
+ // FullResDepthTextureSRV
+ {
+ CD3DX12_GPU_DESCRIPTOR_HANDLE DepthSrvGpuHandle(
+ mSsaoDescHeapCbvSrvUav->GetGPUDescriptorHandleForHeapStart());
+ InputData.DepthData.FullResDepthTextureSRV.pResource = DepthBuffer;
+ InputData.DepthData.FullResDepthTextureSRV.GpuHandle = DepthSrvGpuHandle.ptr;
+ }
+
+ // DepthData
+ InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4((const GFSDK_SSAO_FLOAT*)&ProjMat);
+ InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
+
+#if USE_BIN_MESH_READER
+ InputData.DepthData.MetersToViewSpaceUnits = 0.005f;
+#else
+ InputData.DepthData.MetersToViewSpaceUnits = 1.f;
+#endif
+
+ // NormalData
+ {
+ CD3DX12_GPU_DESCRIPTOR_HANDLE NormalSrvGpuHandle(
+ mSsaoDescHeapCbvSrvUav->GetGPUDescriptorHandleForHeapStart(),
+ SSAO_NUM_DEPTH_SRV + mFrameIndex,
+ mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
+
+ mNormalSRV[mFrameIndex].GpuHandle = NormalSrvGpuHandle.ptr;
+
+#if USE_BIN_MESH_READER
+ InputData.NormalData.Enable = false;
+#else
+ InputData.NormalData.Enable = true;
+#endif
+
+ if (InputData.NormalData.Enable)
+ {
+ InputData.NormalData.WorldToViewMatrix.Data = GFSDK_SSAO_Float4x4((const GFSDK_SSAO_FLOAT*)&ViewMat);
+ InputData.NormalData.WorldToViewMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
+ InputData.NormalData.FullResNormalTextureSRV = mNormalSRV[mFrameIndex];
+ }
+ }
+
+ //GFSDK_SSAO_RenderMask RenderMask = GFSDK_SSAO_RENDER_DEBUG_NORMAL;
+ GFSDK_SSAO_RenderMask RenderMask = GFSDK_SSAO_RENDER_AO;
+
+ // Set SSAO descriptor heap
+ {
+ ID3D12DescriptorHeap* descHeaps[] = { mSsaoDescHeapCbvSrvUav.Get() };
+ mCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
+ }
+
+ GFSDK_SSAO_Output_D3D12 Output;
+ Output.pRenderTargetView = &mColorRTV[mFrameIndex];
+
+ GFSDK_SSAO_Status status = mSSAO->RenderAO(mCmdQueue.Get(), mCmdList.Get(), InputData, mAOParams, Output, RenderMask);
+ assert(status == GFSDK_SSAO_OK);
+
+ // Revert to the original descriptor heap
+ {
+ ID3D12DescriptorHeap* descHeaps[] = { mDescHeapCbvSrvUav.Get() };
+ mCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
+ }
+ }
+
+ if (gDrawUI)
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE RTVs[] = { mColorRTV[mFrameIndex].CpuHandle };
+
+ mCmdList->OMSetRenderTargets(ARRAYSIZE(RTVs), RTVs, false, nullptr);
+ DrawUI();
+ }
+
+ // Barrier RenderTarget -> Present
+ SetResourceBarrier(mCmdList.Get(), ColorBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
+
+ // Exec
+ CHK(mCmdList->Close());
+ ID3D12CommandList* const cmdList = mCmdList.Get();
+ mCmdQueue->ExecuteCommandLists(1, &cmdList);
+
+ // Present
+ CHK(mSwapChain->Present(0, 0));
+
+ // Move to next frame
+ {
+ // Schedule a Signal command in the queue.
+ const UINT64 currentFenceValue = mFenceValues[mFrameIndex];
+ CHK(mCmdQueue->Signal(mFence.Get(), currentFenceValue));
+
+ // Update the frame index.
+ mFrameIndex = mSwapChain->GetCurrentBackBufferIndex();
+
+ // If the next frame is not ready to be rendered yet, wait until it is ready.
+ UINT64 CompletedValue = mFence->GetCompletedValue();
+ if (CompletedValue < mFenceValues[mFrameIndex])
+ {
+ CHK(mFence->SetEventOnCompletion(mFenceValues[mFrameIndex], mFenceEvent));
+ WaitForSingleObjectEx(mFenceEvent, INFINITE, FALSE);
+ }
+
+ // Set the fence value for the next frame.
+ mFenceValues[mFrameIndex] = currentFenceValue + 1;
+ }
+
+ // Command list allocators can only be reset when the associated
+ // command lists have finished execution on the GPU; apps should use
+ // fences to determine GPU execution progress.
+ CHK(mCmdAllocs[mFrameIndex]->Reset());
+
+ // However, when ExecuteCommandList() is called on a particular command
+ // list, that command list can then be reset at any time and must be before
+ // re-recording.
+ CHK(mCmdList->Reset(mCmdAllocs[mFrameIndex].Get(), nullptr));
+ }
+
+ //--------------------------------------------------------------------------------
+ void DrawUI()
+ {
+ // Draw UI
+ ImGui_ImplDX12_NewFrame();
+
+ bool show_ssao_window = true;
+ bool show_test_window = false;
+
+ // Show SSAO property window
+ if (show_ssao_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiSetCond_FirstUseEver);
+ ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("HBAO+", &show_ssao_window);
+
+ GFSDK_SSAO_Version Version;
+ GFSDK_SSAO_Status Status;
+ Status = GFSDK_SSAO_GetVersion(&Version);
+ assert(Status == GFSDK_SSAO_OK);
+
+ ImGui::Text("D3D12 HBAO+ %d.%d.%d.%d", Version.Major, Version.Minor, Version.Branch, Version.Revision);
+
+ ImGui::Text("%s", gSelectedGraphicsAdapter.c_str());
+#if MSAA_SAMPLE_COUNT > 1
+ ImGui::Text("%dx MSAA", MSAA_SAMPLE_COUNT);
+#endif
+ ImGui::Text("%.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+
+ float radius = mAOParams.Radius;
+ ImGui::DragFloat("Radius", &radius, 0.05f, 0.0f, 100.0f);
+ if (radius != mAOParams.Radius)
+ {
+ mAOParams.Radius = radius;
+ int stop = 0;
+ stop = stop;
+ }
+ ImGui::DragFloat("PowerExponent", &mAOParams.PowerExponent, 0.05f, 1.f, 8.f);
+ ImGui::DragFloat("Bias", &mAOParams.Bias, 0.001f, 0, 0.5f);
+
+ ImGui::DragFloat("NearAO", &mAOParams.NearAO, 0.01f, 1.f, 2.f);
+ ImGui::DragFloat("FarAO", &mAOParams.FarAO, 0.01f, 1.f, 2.f);
+
+ bool BlurEnabled = mAOParams.Blur.Enable ? true : false;
+ ImGui::Checkbox("Blur.Enable", &BlurEnabled);
+ mAOParams.Blur.Enable = BlurEnabled;
+
+ const char* listbox_items[] = { "GFSDK_SSAO_BLUR_RADIUS_2", "GFSDK_SSAO_BLUR_RADIUS_4" };
+ int listbox_item_current = (int)mAOParams.Blur.Radius;
+ ImGui::ListBox("Blur.Radius", &listbox_item_current, listbox_items, ARRAYSIZE(listbox_items), 2);
+ mAOParams.Blur.Radius = (GFSDK_SSAO_BlurRadius)(listbox_item_current);
+
+ ImGui::DragFloat("Blur.Sharpness", &mAOParams.Blur.Sharpness, 0.f, 0.f, 32.0f);
+
+ ImGui::End();
+ }
+
+ // Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ ImGui::Render();
+ }
+
+private:
+ void SetResourceBarrier(ID3D12GraphicsCommandList* commandList,
+ ID3D12Resource* res,
+ D3D12_RESOURCE_STATES before,
+ D3D12_RESOURCE_STATES after)
+ {
+ D3D12_RESOURCE_BARRIER desc = {};
+ desc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ desc.Transition.pResource = res;
+ desc.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ desc.Transition.StateBefore = before;
+ desc.Transition.StateAfter = after;
+ desc.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ commandList->ResourceBarrier(1, &desc);
+ }
+};
+
+D3D* gD3D = nullptr;
+
+extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+//--------------------------------------------------------------------------------
+LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
+{
+ static WORD sLastX = 0, sLastY = 0;
+
+ ImGui_ImplDX12_WndProcHandler(hWnd, message, wParam, lParam);
+
+ switch (message)
+ {
+ case WM_SIZE:
+ {
+ if (gD3D)
+ {
+ BOOL IsFullScreen = FALSE;
+ if (gD3D->mSwapChain) {
+ gD3D->mSwapChain->GetFullscreenState(&IsFullScreen, NULL);
+ }
+ gD3D->ResizeD3D(hWnd, LOWORD(lParam), HIWORD(lParam), !IsFullScreen);
+ }
+ }
+ break;
+ case WM_KEYDOWN:
+ if (wParam == VK_ESCAPE)
+ {
+ gDrawUI = !gDrawUI;
+ //PostMessage(hWnd, WM_DESTROY, 0, 0);
+ //return 0;
+ }
+ if (wParam == VK_F5)
+ {
+ gD3D->ReleaseSSAO();
+ gD3D->InitSSAO();
+ OutputDebugStringA("SSAO Reloaded\n");
+ }
+ if (wParam == 'W')
+ {
+ gCameraDistance -= 0.1f;
+ }
+ else if (wParam == 'S')
+ {
+ gCameraDistance += 0.1f;
+ }
+
+ break;
+
+ case WM_MOUSEMOVE:
+ {
+ WORD x = LOWORD(lParam);
+ WORD y = HIWORD(lParam);
+
+ if (wParam & MK_RBUTTON)
+ {
+ gModelRotation -= float(x - sLastX);
+ }
+ sLastX = x;
+ sLastY = y;
+ }
+ break;
+ case WM_PAINT:
+ if (gD3D) gD3D->Draw();
+ break;
+
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+
+ default:
+ return DefWindowProc(hWnd, message, wParam, lParam);
+ }
+ return 0;
+}
+
+//--------------------------------------------------------------------------------
+void FitToDesiredClientSize(HWND hwnd, int Width, int Height, DWORD window_style, bool has_menu)
+{
+ RECT current_win_rect;
+ ::GetWindowRect(hwnd, &current_win_rect);
+ RECT desired_rect = current_win_rect;
+ desired_rect.right = current_win_rect.left + Width;
+ desired_rect.bottom = current_win_rect.top + Height;
+ ::AdjustWindowRect(&desired_rect, window_style, (has_menu) ? TRUE : FALSE);
+ Width = desired_rect.right - desired_rect.left;
+ Height = desired_rect.bottom - desired_rect.top;
+ ::SetWindowLongPtr(hwnd, GWL_STYLE, window_style);
+ ::SetWindowPos(hwnd, HWND_TOP, 0, 0, Width, Height, SWP_SHOWWINDOW);
+}
+
+//--------------------------------------------------------------------------------
+static HWND SetupWindow(int Width, int Height, bool IsWindowed)
+{
+ WNDCLASSEX wcex;
+ wcex.cbSize = sizeof(WNDCLASSEX);
+ wcex.style = CS_HREDRAW | CS_VREDRAW;
+ wcex.lpfnWndProc = WndProc;
+ wcex.cbClsExtra = 0;
+ wcex.cbWndExtra = 0;
+ wcex.hInstance = (HMODULE)GetModuleHandle(0);
+ wcex.hIcon = nullptr;
+ wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
+ wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
+ wcex.lpszMenuName = nullptr;
+ wcex.lpszClassName = _T("WindowClass");
+ wcex.hIconSm = nullptr;
+ if (!RegisterClassEx(&wcex))
+ {
+ throw runtime_error("RegisterClassEx()");
+ }
+
+ DWORD windowStyle = WS_OVERLAPPEDWINDOW;
+ HWND hWnd = CreateWindowEx(
+ 0, // WS_EX_TOPMOST,
+ _T("WindowClass"), _T("HBAO+ DX12"),
+ windowStyle,
+ 0, 0, Width, Height,
+ nullptr, nullptr, nullptr, nullptr);
+ if (!hWnd)
+ {
+ throw runtime_error("CreateWindow()");
+ }
+
+ if (IsWindowed)
+ {
+ FitToDesiredClientSize(hWnd, Width, Height, windowStyle, false);
+ }
+
+ return hWnd;
+}
+
+//--------------------------------------------------------------------------------
+int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR CmdLine, int)
+{
+ MSG msg;
+ ZeroMemory(&msg, sizeof msg);
+
+ ID3D12Device* dev = nullptr;
+
+ std::vector<std::string> arguments;
+ if (CmdLine)
+ {
+ char buff[1024];
+ strcpy(buff, CmdLine);
+ char * pch = strtok(buff, " ");
+ while (pch != NULL)
+ {
+ arguments.push_back(pch);
+ pch = strtok(NULL, " ");
+ }
+ }
+
+ for (size_t idx = 0; idx < arguments.size(); ++idx)
+ {
+ std::string arg = arguments[idx];
+ if (_stricmp(arg.c_str(), "-width") == 0)
+ {
+ gWindowWidth = atoi(arguments[idx + 1].c_str());
+ idx++;
+ }
+ else if (_stricmp(arg.c_str(), "-height") == 0)
+ {
+ gWindowHeight = atoi(arguments[idx + 1].c_str());
+ idx++;
+ }
+ else if (_stricmp(arg.c_str(), "-window") == 0)
+ {
+ gIsWindowed = (atoi(arguments[idx + 1].c_str()) == 1) ? true : false;
+ idx++;
+ }
+ else if (_stricmp(arg.c_str(), "-ui") == 0)
+ {
+ gDrawUI = (atoi(arguments[idx + 1].c_str()) == 1) ? true : false;
+ idx++;
+ }
+ else if (_stricmp(arg.c_str(), "-adapter") == 0)
+ {
+ gAdapterIndex = (atoi(arguments[idx + 1].c_str()) == 1) ? true : false;
+ idx++;
+ }
+ }
+
+#ifdef NDEBUG
+ try
+#endif
+ {
+ gMainWindowHandle = SetupWindow(gWindowWidth, gWindowHeight, gIsWindowed);
+ ShowWindow(gMainWindowHandle, SW_SHOW);
+ UpdateWindow(gMainWindowHandle);
+
+ gD3D = new D3D(gWindowWidth, gWindowHeight, gMainWindowHandle, gIsWindowed, gAdapterIndex);
+ dev = gD3D->GetDevice();
+
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ }
+ }
+#ifdef NDEBUG
+ catch (std::exception &e)
+ {
+ MessageBoxA(gMainWindowHandle, e.what(), "Exception occured.", MB_ICONSTOP);
+ }
+#endif
+
+ if (gD3D)
+ delete gD3D;
+
+ if (dev)
+ dev->Release();
+
+ return static_cast<int>(msg.wParam);
+}
diff --git a/samples/D3D12/src/Viewer.hlsl b/samples/D3D12/src/Viewer.hlsl
new file mode 100644
index 0000000..b3b418c
--- /dev/null
+++ b/samples/D3D12/src/Viewer.hlsl
@@ -0,0 +1,40 @@
+struct VSIn
+{
+ float3 pos : POSITION;
+ float3 normal : NORMAL;
+};
+
+struct VSOut
+{
+ float4 pos : SV_POSITION;
+ float3 normal : TEXCOORD;
+};
+
+cbuffer Scene
+{
+ float4x4 worldViewProjMatrix;
+ float4x4 worldMatrix;
+};
+
+VSOut VSMain(VSIn vsIn)
+{
+ VSOut output;
+ output.pos = mul(float4(vsIn.pos.xyz, 1), worldViewProjMatrix);
+ output.normal = mul(vsIn.normal.xyz, (float3x3)(worldMatrix));
+ return output;
+}
+
+struct PSOutputDepthTextures
+{
+ float4 WorldNormal : SV_Target0;
+};
+
+PSOutputDepthTextures PSMain(VSOut vsOut)
+{
+ PSOutputDepthTextures OUT;
+
+ float3 worldNormal = normalize(vsOut.normal);
+ OUT.WorldNormal = float4(worldNormal.xyz, 1.f);
+
+ return OUT;
+} \ No newline at end of file
diff --git a/samples/D3D12/src/Viewer.vcxproj b/samples/D3D12/src/Viewer.vcxproj
new file mode 100644
index 0000000..afd9721
--- /dev/null
+++ b/samples/D3D12/src/Viewer.vcxproj
@@ -0,0 +1,229 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{CFEEDBA7-74CF-4AF1-9A14-0E890CE94DF8}</ProjectGuid>
+ <Keyword>Win32Proj</Keyword>
+ <RootNamespace>hbaop_dx12</RootNamespace>
+ <WindowsTargetPlatformVersion>10.0.10240.0</WindowsTargetPlatformVersion>
+ <ProjectName>SampleApp_D3D12</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>v140</PlatformToolset>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>v140</PlatformToolset>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>v140</PlatformToolset>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <LinkIncremental>true</LinkIncremental>
+ <IncludePath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_IncludePath);$(ProjectDir)..\..\..\include;$(ProjectDir);$(VC_IncludePath);$(ProjectDir)..\external\imgui\examples\directx12_example;$(ProjectDir)..\external\imgui\</IncludePath>
+ <LibraryPath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_LibraryPath_x86);$(VC_LibraryPath_x86)</LibraryPath>
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
+ <TargetName>$(ProjectName).debug.win32</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <LinkIncremental>true</LinkIncremental>
+ <IncludePath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_IncludePath);$(ProjectDir)..\..\..\include;$(ProjectDir);$(VC_IncludePath);$(ProjectDir)..\external\imgui\examples\directx12_example;$(ProjectDir)..\external\imgui\</IncludePath>
+ <LibraryPath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_LibraryPath_x64);$(VC_LibraryPath_x64)</LibraryPath>
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
+ <TargetName>$(ProjectName).debug.win64</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <LinkIncremental>false</LinkIncremental>
+ <IncludePath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_IncludePath);$(ProjectDir)..\..\..\include;$(ProjectDir);$(VC_IncludePath);$(ProjectDir)..\external\imgui\examples\directx12_example;$(ProjectDir)..\external\imgui\</IncludePath>
+ <LibraryPath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_LibraryPath_x86);$(VC_LibraryPath_x86)</LibraryPath>
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
+ <TargetName>$(ProjectName).win32</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <LinkIncremental>false</LinkIncremental>
+ <IncludePath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_IncludePath);$(ProjectDir)..\..\..\include;$(ProjectDir);$(VC_IncludePath);$(ProjectDir)..\external\imgui\examples\directx12_example;$(ProjectDir)..\external\imgui\</IncludePath>
+ <LibraryPath>$(ProjectDir)..\..\..\lib;$(WindowsSDK_LibraryPath_x64);$(VC_LibraryPath_x64)</LibraryPath>
+ <OutDir>..\Bin\</OutDir>
+ <IntDir>..\Temp\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
+ <TargetName>$(ProjectName).win64</TargetName>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <PreprocessorDefinitions>_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <DisableSpecificWarnings>4312</DisableSpecificWarnings>
+ <AdditionalIncludeDirectories>
+ </AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D12.win32.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <PreprocessorDefinitions>_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <DisableSpecificWarnings>4312</DisableSpecificWarnings>
+ <AdditionalIncludeDirectories>
+ </AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D12.win64.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <DisableSpecificWarnings>4312</DisableSpecificWarnings>
+ <AdditionalIncludeDirectories>
+ </AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D12.win32.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <DisableSpecificWarnings>4312</DisableSpecificWarnings>
+ <AdditionalIncludeDirectories>
+ </AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ <PreBuildEvent>
+ <Command>copy /Y ..\..\..\lib\GFSDK_SSAO_D3D12.win64.dll ..\Bin</Command>
+ </PreBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\external\imgui\examples\directx12_example\imgui_impl_dx12.cpp" />
+ <ClCompile Include="..\external\imgui\imgui.cpp" />
+ <ClCompile Include="..\external\imgui\imgui_demo.cpp" />
+ <ClCompile Include="..\external\imgui\imgui_draw.cpp" />
+ <ClCompile Include="Viewer.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <FxCompile Include="..\bin\Viewer.hlsl">
+ <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">PSMain</EntryPointName>
+ <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
+ <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">PSMain</EntryPointName>
+ <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
+ <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
+ <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
+ </FxCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\external\imgui\examples\directx12_example\imgui_impl_dx12.h" />
+ <ClInclude Include="..\external\imgui\imconfig.h" />
+ <ClInclude Include="..\external\imgui\imgui.h" />
+ <ClInclude Include="..\external\imgui\stb_rect_pack.h" />
+ <ClInclude Include="..\external\imgui\stb_textedit.h" />
+ <ClInclude Include="..\external\imgui\stb_truetype.h" />
+ <ClInclude Include="BinMeshReader.h" />
+ <ClInclude Include="WaveFrontReader.h" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/src/Viewer.vcxproj.filters b/samples/D3D12/src/Viewer.vcxproj.filters
new file mode 100644
index 0000000..bd01d4e
--- /dev/null
+++ b/samples/D3D12/src/Viewer.vcxproj.filters
@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="Resource Files">
+ <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
+ <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
+ </Filter>
+ <Filter Include="shaders">
+ <UniqueIdentifier>{0e1a96a7-3888-4f55-b5b2-5aa8917b7309}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{837694ff-54c1-41d9-a277-db25d377c998}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\external\imgui\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\external\imgui\examples\directx12_example\imgui_impl_dx12.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\external\imgui\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\external\imgui\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="Viewer.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="WaveFrontReader.h" />
+ <ClInclude Include="..\external\imgui\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\external\imgui\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\external\imgui\stb_rect_pack.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\external\imgui\stb_textedit.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\external\imgui\stb_truetype.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\external\imgui\examples\directx12_example\imgui_impl_dx12.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="BinMeshReader.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <FxCompile Include="..\bin\Viewer.hlsl">
+ <Filter>shaders</Filter>
+ </FxCompile>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/src/WaveFrontReader.h b/samples/D3D12/src/WaveFrontReader.h
new file mode 100644
index 0000000..f68f2bf
--- /dev/null
+++ b/samples/D3D12/src/WaveFrontReader.h
@@ -0,0 +1,541 @@
+//--------------------------------------------------------------------------------------
+// File: WaveFrontReader.h
+//
+// Code for loading basic mesh data from a WaveFront OBJ file
+//
+// http://en.wikipedia.org/wiki/Wavefront_.obj_file
+//
+// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
+// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
+// PARTICULAR PURPOSE.
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//
+// http://go.microsoft.com/fwlink/?LinkID=324981
+//--------------------------------------------------------------------------------------
+
+#include <windows.h>
+
+#include <algorithm>
+#include <fstream>
+#include <string>
+#include <vector>
+#include <unordered_map>
+
+#pragma warning(push)
+#pragma warning(disable : 4005)
+#include <stdint.h>
+#pragma warning(pop)
+
+#include <directxmath.h>
+#include <directxcollision.h>
+
+template<class index_t>
+class WaveFrontReader
+{
+public:
+ typedef index_t index_t;
+
+ struct Vertex
+ {
+ DirectX::XMFLOAT3 position;
+ DirectX::XMFLOAT3 normal;
+ DirectX::XMFLOAT2 textureCoordinate;
+ };
+
+ WaveFrontReader() : hasNormals(false), hasTexcoords(false) {}
+
+ HRESULT Load( _In_z_ const wchar_t* szFileName, bool ccw = true )
+ {
+ Clear();
+
+ static const size_t MAX_POLY = 64;
+
+ using namespace DirectX;
+
+ std::wifstream InFile( szFileName );
+ if( !InFile )
+ return HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND );
+
+ WCHAR fname[_MAX_FNAME];
+ _wsplitpath_s( szFileName, nullptr, 0, nullptr, 0, fname, _MAX_FNAME, nullptr, 0 );
+
+ name = fname;
+
+ std::vector<XMFLOAT3> positions;
+ std::vector<XMFLOAT3> normals;
+ std::vector<XMFLOAT2> texCoords;
+
+ VertexCache vertexCache;
+
+ Material defmat;
+
+ wcscpy_s( defmat.strName, L"default" );
+ materials.push_back( defmat );
+
+ uint32_t curSubset = 0;
+
+ WCHAR strCommand[256] = {0};
+ WCHAR strMaterialFilename[MAX_PATH] = {0};
+ for( ;; )
+ {
+ InFile >> strCommand;
+ if( !InFile )
+ break;
+
+ if( 0 == wcscmp( strCommand, L"#" ) )
+ {
+ // Comment
+ }
+ else if( 0 == wcscmp( strCommand, L"v" ) )
+ {
+ // Vertex Position
+ float x, y, z;
+ InFile >> x >> y >> z;
+ positions.push_back( XMFLOAT3( x, y, z ) );
+ }
+ else if( 0 == wcscmp( strCommand, L"vt" ) )
+ {
+ // Vertex TexCoord
+ float u, v;
+ InFile >> u >> v;
+ texCoords.push_back( XMFLOAT2( u, v ) );
+
+ hasTexcoords = true;
+ }
+ else if( 0 == wcscmp( strCommand, L"vn" ) )
+ {
+ // Vertex Normal
+ float x, y, z;
+ InFile >> x >> y >> z;
+ normals.push_back( XMFLOAT3( x, y, z ) );
+
+ hasNormals = true;
+ }
+ else if( 0 == wcscmp( strCommand, L"f" ) )
+ {
+ // Face
+ UINT iPosition, iTexCoord, iNormal;
+ Vertex vertex;
+
+ DWORD faceIndex[ MAX_POLY ];
+ size_t iFace = 0;
+ for(;;)
+ {
+ if ( iFace >= MAX_POLY )
+ {
+ // Too many polygon verts for the reader
+ return E_FAIL;
+ }
+
+ memset( &vertex, 0, sizeof( vertex ) );
+
+ // OBJ format uses 1-based arrays
+ InFile >> iPosition;
+ if ( iPosition > positions.size() )
+ return E_FAIL;
+
+ vertex.position = positions[ iPosition - 1 ];
+
+ if( '/' == InFile.peek() )
+ {
+ InFile.ignore();
+
+ if( '/' != InFile.peek() )
+ {
+ // Optional texture coordinate
+ InFile >> iTexCoord;
+ if ( iTexCoord > texCoords.size() )
+ return E_FAIL;
+
+ vertex.textureCoordinate = texCoords[ iTexCoord - 1 ];
+ }
+
+ if( '/' == InFile.peek() )
+ {
+ InFile.ignore();
+
+ // Optional vertex normal
+ InFile >> iNormal;
+ if ( iNormal > normals.size() )
+ return E_FAIL;
+
+ vertex.normal = normals[ iNormal - 1 ];
+ }
+ }
+
+ // If a duplicate vertex doesn't exist, add this vertex to the Vertices
+ // list. Store the index in the Indices array. The Vertices and Indices
+ // lists will eventually become the Vertex Buffer and Index Buffer for
+ // the mesh.
+ DWORD index = AddVertex( iPosition, &vertex, vertexCache );
+ if ( index == (DWORD)-1 )
+ return E_OUTOFMEMORY;
+
+#pragma warning( suppress : 4127 )
+ if ( sizeof(index_t) == 2 && ( index >= 0xFFFF ) )
+ {
+ // Too many indices for 16-bit IB!
+ return E_FAIL;
+ }
+ else if ( sizeof(index_t) == 4 && ( index >= 0xFFFFFFFF ) )
+ {
+ // Too many indices for 32-bit IB!
+ return E_FAIL;
+ }
+
+ faceIndex[ iFace ] = index;
+ ++iFace;
+
+ // Check for more face data or end of the face statement
+ bool faceEnd = false;
+ for(;;)
+ {
+ wchar_t p = InFile.peek();
+
+ if ( '\n' == p || !InFile )
+ {
+ faceEnd = true;
+ break;
+ }
+ else if ( isdigit( p ) )
+ break;
+
+ InFile.ignore();
+ }
+
+ if ( faceEnd )
+ break;
+ }
+
+ if ( iFace < 3 )
+ {
+ // Need at least 3 points to form a triangle
+ return E_FAIL;
+ }
+
+ // Convert polygons to triangles
+ DWORD i0 = faceIndex[0];
+ DWORD i1 = faceIndex[1];
+
+ for( size_t j = 2; j < iFace; ++ j )
+ {
+ DWORD index = faceIndex[ j ];
+ indices.push_back( static_cast<index_t>( i0 ) );
+ if ( ccw )
+ {
+ indices.push_back( static_cast<index_t>( i1 ) );
+ indices.push_back( static_cast<index_t>( index ) );
+ }
+ else
+ {
+ indices.push_back( static_cast<index_t>( index ) );
+ indices.push_back( static_cast<index_t>( i1 ) );
+ }
+
+ attributes.push_back( curSubset );
+
+ i1 = index;
+ }
+
+ assert( attributes.size()*3 == indices.size() );
+ }
+ else if( 0 == wcscmp( strCommand, L"mtllib" ) )
+ {
+ // Material library
+ InFile >> strMaterialFilename;
+ }
+ else if( 0 == wcscmp( strCommand, L"usemtl" ) )
+ {
+ // Material
+ WCHAR strName[MAX_PATH] = {0};
+ InFile >> strName;
+
+ bool bFound = false;
+ uint32_t count = 0;
+ for( auto it = materials.cbegin(); it != materials.cend(); ++it, ++count )
+ {
+ if( 0 == wcscmp( it->strName, strName ) )
+ {
+ bFound = true;
+ curSubset = count;
+ break;
+ }
+ }
+
+ if( !bFound )
+ {
+ Material mat;
+ curSubset = static_cast<uint32_t>( materials.size() );
+ wcscpy_s( mat.strName, MAX_PATH - 1, strName );
+ materials.push_back( mat );
+ }
+ }
+ else
+ {
+ // Unimplemented or unrecognized command
+ //OutputDebugStringW( strCommand );
+ }
+
+ InFile.ignore( 1000, '\n' );
+ }
+
+ // Cleanup
+ InFile.close();
+
+ BoundingBox::CreateFromPoints( bounds, positions.size(), &positions.front(), sizeof(XMFLOAT3) );
+
+ // If an associated material file was found, read that in as well.
+ if (0) //@jihoc if( *strMaterialFilename )
+ {
+ WCHAR ext[_MAX_EXT];
+ _wsplitpath_s( strMaterialFilename, nullptr, 0, nullptr, 0, fname, _MAX_FNAME, ext, _MAX_EXT );
+
+ WCHAR drive[_MAX_DRIVE];
+ WCHAR dir[_MAX_DIR];
+ _wsplitpath_s( szFileName, drive, _MAX_DRIVE, dir, _MAX_DIR, nullptr, 0, nullptr, 0 );
+
+ WCHAR szPath[ MAX_PATH ];
+ _wmakepath_s( szPath, MAX_PATH, drive, dir, fname, ext );
+
+ HRESULT hr = LoadMTL( szPath );
+ if ( FAILED(hr) )
+ return hr;
+ }
+
+ return S_OK;
+ }
+
+ HRESULT LoadMTL( _In_z_ const wchar_t* szFileName )
+ {
+ // Assumes MTL is in CWD along with OBJ
+ std::wifstream InFile( szFileName );
+ if( !InFile )
+ return HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND );
+
+ auto curMaterial = materials.end();
+
+ WCHAR strCommand[256] = {0};
+ for( ;; )
+ {
+ InFile >> strCommand;
+ if( !InFile )
+ break;
+
+ if( 0 == wcscmp( strCommand, L"newmtl" ) )
+ {
+ // Switching active materials
+ WCHAR strName[MAX_PATH] = {0};
+ InFile >> strName;
+
+ curMaterial = materials.end();
+ for( auto it = materials.begin(); it != materials.end(); ++it )
+ {
+ if( 0 == wcscmp( it->strName, strName ) )
+ {
+ curMaterial = it;
+ break;
+ }
+ }
+ }
+
+ // The rest of the commands rely on an active material
+ if( curMaterial == materials.end() )
+ continue;
+
+ if( 0 == wcscmp( strCommand, L"#" ) )
+ {
+ // Comment
+ }
+ else if( 0 == wcscmp( strCommand, L"Ka" ) )
+ {
+ // Ambient color
+ float r, g, b;
+ InFile >> r >> g >> b;
+ curMaterial->vAmbient = XMFLOAT3( r, g, b );
+ }
+ else if( 0 == wcscmp( strCommand, L"Kd" ) )
+ {
+ // Diffuse color
+ float r, g, b;
+ InFile >> r >> g >> b;
+ curMaterial->vDiffuse = XMFLOAT3( r, g, b );
+ }
+ else if( 0 == wcscmp( strCommand, L"Ks" ) )
+ {
+ // Specular color
+ float r, g, b;
+ InFile >> r >> g >> b;
+ curMaterial->vSpecular = XMFLOAT3( r, g, b );
+ }
+ else if( 0 == wcscmp( strCommand, L"d" ) ||
+ 0 == wcscmp( strCommand, L"Tr" ) )
+ {
+ // Alpha
+ InFile >> curMaterial->fAlpha;
+ }
+ else if( 0 == wcscmp( strCommand, L"Ns" ) )
+ {
+ // Shininess
+ int nShininess;
+ InFile >> nShininess;
+ curMaterial->nShininess = nShininess;
+ }
+ else if( 0 == wcscmp( strCommand, L"illum" ) )
+ {
+ // Specular on/off
+ int illumination;
+ InFile >> illumination;
+ curMaterial->bSpecular = ( illumination == 2 );
+ }
+ else if( 0 == wcscmp( strCommand, L"map_Kd" ) )
+ {
+ // Texture
+ InFile >> curMaterial->strTexture;
+ }
+ else
+ {
+ // Unimplemented or unrecognized command
+ }
+
+ InFile.ignore( 1000, L'\n' );
+ }
+
+ InFile.close();
+
+ return S_OK;
+ }
+
+ void Clear()
+ {
+ vertices.clear();
+ indices.clear();
+ attributes.clear();
+ materials.clear();
+ name.clear();
+ hasNormals = false;
+ hasTexcoords = false;
+
+ bounds.Center.x = bounds.Center.y = bounds.Center.z = 0.f;
+ bounds.Extents.x = bounds.Extents.y = bounds.Extents.z = 0.f;
+ }
+
+ HRESULT LoadVBO( _In_z_ const wchar_t* szFileName )
+ {
+ Clear();
+
+ WCHAR fname[_MAX_FNAME];
+ _wsplitpath_s( szFileName, nullptr, 0, nullptr, 0, fname, _MAX_FNAME, nullptr, 0 );
+
+ name = fname;
+
+ Material defmat;
+ wcscpy_s( defmat.strName, L"default" );
+ materials.push_back( defmat );
+
+ std::ifstream vboFile(szFileName, std::ifstream::in | std::ifstream::binary);
+ if ( !vboFile.is_open() )
+ return HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND );
+
+ hasNormals = hasTexcoords = true;
+
+ uint32_t numVertices = 0;
+ uint32_t numIndices = 0;
+
+ vboFile.read( reinterpret_cast<char*>( &numVertices ), sizeof(uint32_t ) );
+ if ( !numVertices )
+ return E_FAIL;
+
+ vboFile.read( reinterpret_cast<char*>( &numIndices ), sizeof(uint32_t ) );
+ if ( !numIndices )
+ return E_FAIL;
+
+ vertices.resize( numVertices );
+ vboFile.read( reinterpret_cast<char*>( &vertices.front() ), sizeof(Vertex) * numVertices );
+
+#pragma warning( suppress : 4127 )
+ if ( sizeof( index_t ) == 2 )
+ {
+ indices.resize( numIndices );
+ vboFile.read( reinterpret_cast<char*>( &indices.front() ), sizeof(uint16_t) * numIndices );
+ }
+ else
+ {
+ std::vector<uint16_t> tmp;
+ tmp.resize( numIndices );
+ vboFile.read( reinterpret_cast<char*>( &tmp.front() ), sizeof(uint16_t) * numIndices );
+
+ indices.reserve( numIndices );
+ for( auto it = tmp.cbegin(); it != tmp.cend(); ++it )
+ {
+ indices.push_back( *it );
+ }
+ }
+
+ BoundingBox::CreateFromPoints( bounds, vertices.size(), reinterpret_cast<const XMFLOAT3*>( &vertices.front() ), sizeof(Vertex) );
+
+ vboFile.close();
+
+ return S_OK;
+ }
+
+ struct Material
+ {
+ DirectX::XMFLOAT3 vAmbient;
+ DirectX::XMFLOAT3 vDiffuse;
+ DirectX::XMFLOAT3 vSpecular;
+ uint32_t nShininess;
+ float fAlpha;
+
+ bool bSpecular;
+
+ WCHAR strName[MAX_PATH];
+ WCHAR strTexture[MAX_PATH];
+
+ Material() :
+ vAmbient( 0.2f, 0.2f, 0.2f ),
+ vDiffuse( 0.8f, 0.8f, 0.8f ),
+ vSpecular( 1.0f, 1.0f, 1.0f ),
+ nShininess( 0 ),
+ fAlpha( 1.f ),
+ bSpecular( false )
+ { memset(strName, 0, MAX_PATH); memset(strTexture, 0, MAX_PATH); }
+ };
+
+ std::vector<Vertex> vertices;
+ std::vector<index_t> indices;
+ std::vector<uint32_t> attributes;
+ std::vector<Material> materials;
+
+ std::wstring name;
+ bool hasNormals;
+ bool hasTexcoords;
+
+ DirectX::BoundingBox bounds;
+
+private:
+ typedef std::unordered_multimap<UINT, UINT> VertexCache;
+
+ DWORD AddVertex( UINT hash, Vertex* pVertex, VertexCache& cache )
+ {
+ auto f = cache.equal_range( hash );
+
+ for( auto it = f.first; it != f.second; ++it )
+ {
+ auto& tv = vertices[ it->second ];
+
+ if ( 0 == memcmp( pVertex, &tv, sizeof(Vertex) ) )
+ {
+ return it->second;
+ }
+ }
+
+ DWORD index = static_cast<UINT>( vertices.size() );
+ vertices.push_back( *pVertex );
+
+ VertexCache::value_type entry( hash, index );
+ cache.insert( entry );
+ return index;
+ }
+};
diff --git a/samples/D3D12/src/d3dx12.h b/samples/D3D12/src/d3dx12.h
new file mode 100644
index 0000000..ba59dfc
--- /dev/null
+++ b/samples/D3D12/src/d3dx12.h
@@ -0,0 +1,1508 @@
+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (C) Microsoft Corporation. All Rights Reserved.
+//
+// File: d3dx12.h
+// Content: D3DX12 utility library
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3DX12_H__
+#define __D3DX12_H__
+
+#include "d3d12.h"
+
+#if defined( __cplusplus )
+
+struct CD3DX12_DEFAULT {};
+extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT;
+
+//------------------------------------------------------------------------------------------------
+inline bool operator==( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
+{
+ return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
+ l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
+}
+
+//------------------------------------------------------------------------------------------------
+inline bool operator!=( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RECT : public D3D12_RECT
+{
+ CD3DX12_RECT()
+ {}
+ explicit CD3DX12_RECT( const D3D12_RECT& o ) :
+ D3D12_RECT( o )
+ {}
+ explicit CD3DX12_RECT(
+ LONG Left,
+ LONG Top,
+ LONG Right,
+ LONG Bottom )
+ {
+ left = Left;
+ top = Top;
+ right = Right;
+ bottom = Bottom;
+ }
+ ~CD3DX12_RECT() {}
+ operator const D3D12_RECT&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_BOX : public D3D12_BOX
+{
+ CD3DX12_BOX()
+ {}
+ explicit CD3DX12_BOX( const D3D12_BOX& o ) :
+ D3D12_BOX( o )
+ {}
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Right )
+ {
+ left = Left;
+ top = 0;
+ front = 0;
+ right = Right;
+ bottom = 1;
+ back = 1;
+ }
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Top,
+ LONG Right,
+ LONG Bottom )
+ {
+ left = Left;
+ top = Top;
+ front = 0;
+ right = Right;
+ bottom = Bottom;
+ back = 1;
+ }
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Top,
+ LONG Front,
+ LONG Right,
+ LONG Bottom,
+ LONG Back )
+ {
+ left = Left;
+ top = Top;
+ front = Front;
+ right = Right;
+ bottom = Bottom;
+ back = Back;
+ }
+ ~CD3DX12_BOX() {}
+ operator const D3D12_BOX&() const { return *this; }
+};
+inline bool operator==( const D3D12_BOX& l, const D3D12_BOX& r )
+{
+ return l.left == r.left && l.top == r.top && l.front == r.front &&
+ l.right == r.right && l.bottom == r.bottom && l.back == r.back;
+}
+inline bool operator!=( const D3D12_BOX& l, const D3D12_BOX& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
+{
+ CD3DX12_DEPTH_STENCIL_DESC()
+ {}
+ explicit CD3DX12_DEPTH_STENCIL_DESC( const D3D12_DEPTH_STENCIL_DESC& o ) :
+ D3D12_DEPTH_STENCIL_DESC( o )
+ {}
+ explicit CD3DX12_DEPTH_STENCIL_DESC( CD3DX12_DEFAULT )
+ {
+ DepthEnable = TRUE;
+ DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ DepthFunc = D3D12_COMPARISON_FUNC_LESS;
+ StencilEnable = FALSE;
+ StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
+ StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
+ const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
+ { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS };
+ FrontFace = defaultStencilOp;
+ BackFace = defaultStencilOp;
+ }
+ explicit CD3DX12_DEPTH_STENCIL_DESC(
+ BOOL depthEnable,
+ D3D12_DEPTH_WRITE_MASK depthWriteMask,
+ D3D12_COMPARISON_FUNC depthFunc,
+ BOOL stencilEnable,
+ UINT8 stencilReadMask,
+ UINT8 stencilWriteMask,
+ D3D12_STENCIL_OP frontStencilFailOp,
+ D3D12_STENCIL_OP frontStencilDepthFailOp,
+ D3D12_STENCIL_OP frontStencilPassOp,
+ D3D12_COMPARISON_FUNC frontStencilFunc,
+ D3D12_STENCIL_OP backStencilFailOp,
+ D3D12_STENCIL_OP backStencilDepthFailOp,
+ D3D12_STENCIL_OP backStencilPassOp,
+ D3D12_COMPARISON_FUNC backStencilFunc )
+ {
+ DepthEnable = depthEnable;
+ DepthWriteMask = depthWriteMask;
+ DepthFunc = depthFunc;
+ StencilEnable = stencilEnable;
+ StencilReadMask = stencilReadMask;
+ StencilWriteMask = stencilWriteMask;
+ FrontFace.StencilFailOp = frontStencilFailOp;
+ FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
+ FrontFace.StencilPassOp = frontStencilPassOp;
+ FrontFace.StencilFunc = frontStencilFunc;
+ BackFace.StencilFailOp = backStencilFailOp;
+ BackFace.StencilDepthFailOp = backStencilDepthFailOp;
+ BackFace.StencilPassOp = backStencilPassOp;
+ BackFace.StencilFunc = backStencilFunc;
+ }
+ ~CD3DX12_DEPTH_STENCIL_DESC() {}
+ operator const D3D12_DEPTH_STENCIL_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
+{
+ CD3DX12_BLEND_DESC()
+ {}
+ explicit CD3DX12_BLEND_DESC( const D3D12_BLEND_DESC& o ) :
+ D3D12_BLEND_DESC( o )
+ {}
+ explicit CD3DX12_BLEND_DESC( CD3DX12_DEFAULT )
+ {
+ AlphaToCoverageEnable = FALSE;
+ IndependentBlendEnable = FALSE;
+ const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
+ {
+ FALSE,FALSE,
+ D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
+ D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
+ D3D12_LOGIC_OP_NOOP,
+ D3D12_COLOR_WRITE_ENABLE_ALL,
+ };
+ for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+ RenderTarget[ i ] = defaultRenderTargetBlendDesc;
+ }
+ ~CD3DX12_BLEND_DESC() {}
+ operator const D3D12_BLEND_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
+{
+ CD3DX12_RASTERIZER_DESC()
+ {}
+ explicit CD3DX12_RASTERIZER_DESC( const D3D12_RASTERIZER_DESC& o ) :
+ D3D12_RASTERIZER_DESC( o )
+ {}
+ explicit CD3DX12_RASTERIZER_DESC( CD3DX12_DEFAULT )
+ {
+ FillMode = D3D12_FILL_MODE_SOLID;
+ CullMode = D3D12_CULL_MODE_BACK;
+ FrontCounterClockwise = FALSE;
+ DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ DepthClipEnable = TRUE;
+ MultisampleEnable = FALSE;
+ AntialiasedLineEnable = FALSE;
+ ForcedSampleCount = 0;
+ ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+ explicit CD3DX12_RASTERIZER_DESC(
+ D3D12_FILL_MODE fillMode,
+ D3D12_CULL_MODE cullMode,
+ BOOL frontCounterClockwise,
+ INT depthBias,
+ FLOAT depthBiasClamp,
+ FLOAT slopeScaledDepthBias,
+ BOOL depthClipEnable,
+ BOOL multisampleEnable,
+ BOOL antialiasedLineEnable,
+ UINT forcedSampleCount,
+ D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
+ {
+ FillMode = fillMode;
+ CullMode = cullMode;
+ FrontCounterClockwise = frontCounterClockwise;
+ DepthBias = depthBias;
+ DepthBiasClamp = depthBiasClamp;
+ SlopeScaledDepthBias = slopeScaledDepthBias;
+ DepthClipEnable = depthClipEnable;
+ MultisampleEnable = multisampleEnable;
+ AntialiasedLineEnable = antialiasedLineEnable;
+ ForcedSampleCount = forcedSampleCount;
+ ConservativeRaster = conservativeRaster;
+ }
+ ~CD3DX12_RASTERIZER_DESC() {}
+ operator const D3D12_RASTERIZER_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO
+{
+ CD3DX12_RESOURCE_ALLOCATION_INFO()
+ {}
+ explicit CD3DX12_RESOURCE_ALLOCATION_INFO( const D3D12_RESOURCE_ALLOCATION_INFO& o ) :
+ D3D12_RESOURCE_ALLOCATION_INFO( o )
+ {}
+ CD3DX12_RESOURCE_ALLOCATION_INFO(
+ UINT64 size,
+ UINT64 alignment )
+ {
+ SizeInBytes = size;
+ Alignment = alignment;
+ }
+ operator const D3D12_RESOURCE_ALLOCATION_INFO&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
+{
+ CD3DX12_HEAP_PROPERTIES()
+ {}
+ explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES &o) :
+ D3D12_HEAP_PROPERTIES(o)
+ {}
+ CD3DX12_HEAP_PROPERTIES(
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ UINT creationNodeMask = 1,
+ UINT nodeMask = 1 )
+ {
+ Type = D3D12_HEAP_TYPE_CUSTOM;
+ CPUPageProperty = cpuPageProperty;
+ MemoryPoolPreference = memoryPoolPreference;
+ CreationNodeMask = creationNodeMask;
+ VisibleNodeMask = nodeMask;
+ }
+ explicit CD3DX12_HEAP_PROPERTIES(
+ D3D12_HEAP_TYPE type,
+ UINT creationNodeMask = 1,
+ UINT nodeMask = 1 )
+ {
+ Type = type;
+ CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ CreationNodeMask = creationNodeMask;
+ VisibleNodeMask = nodeMask;
+ }
+ operator const D3D12_HEAP_PROPERTIES&() const { return *this; }
+ bool IsCPUAccessible() const
+ {
+ return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM &&
+ (CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK));
+ }
+};
+inline bool operator==( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
+{
+ return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty &&
+ l.MemoryPoolPreference == r.MemoryPoolPreference &&
+ l.CreationNodeMask == r.CreationNodeMask &&
+ l.VisibleNodeMask == r.VisibleNodeMask;
+}
+inline bool operator!=( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC
+{
+ CD3DX12_HEAP_DESC()
+ {}
+ explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC &o) :
+ D3D12_HEAP_DESC(o)
+ {}
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_HEAP_PROPERTIES properties,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = properties;
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_HEAP_TYPE type,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = CD3DX12_HEAP_PROPERTIES( type );
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_HEAP_PROPERTIES properties,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = properties;
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_HEAP_TYPE type,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = CD3DX12_HEAP_PROPERTIES( type );
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ operator const D3D12_HEAP_DESC&() const { return *this; }
+ bool IsCPUAccessible() const
+ { return static_cast< const CD3DX12_HEAP_PROPERTIES* >( &Properties )->IsCPUAccessible(); }
+};
+inline bool operator==( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
+{
+ return l.SizeInBytes == r.SizeInBytes &&
+ l.Properties == r.Properties &&
+ l.Alignment == r.Alignment &&
+ l.Flags == r.Flags;
+}
+inline bool operator!=( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE
+{
+ CD3DX12_CLEAR_VALUE()
+ {}
+ explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE &o) :
+ D3D12_CLEAR_VALUE(o)
+ {}
+ CD3DX12_CLEAR_VALUE(
+ DXGI_FORMAT format,
+ const FLOAT color[4] )
+ {
+ Format = format;
+ memcpy( Color, color, sizeof( Color ) );
+ }
+ CD3DX12_CLEAR_VALUE(
+ DXGI_FORMAT format,
+ FLOAT depth,
+ UINT8 stencil )
+ {
+ Format = format;
+ /* Use memcpy to preserve NAN values */
+ memcpy( &DepthStencil.Depth, &depth, sizeof( depth ) );
+ DepthStencil.Stencil = stencil;
+ }
+ operator const D3D12_CLEAR_VALUE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RANGE : public D3D12_RANGE
+{
+ CD3DX12_RANGE()
+ {}
+ explicit CD3DX12_RANGE(const D3D12_RANGE &o) :
+ D3D12_RANGE(o)
+ {}
+ CD3DX12_RANGE(
+ SIZE_T begin,
+ SIZE_T end )
+ {
+ Begin = begin;
+ End = end;
+ }
+ operator const D3D12_RANGE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE
+{
+ CD3DX12_TILED_RESOURCE_COORDINATE()
+ {}
+ explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE &o) :
+ D3D12_TILED_RESOURCE_COORDINATE(o)
+ {}
+ CD3DX12_TILED_RESOURCE_COORDINATE(
+ UINT x,
+ UINT y,
+ UINT z,
+ UINT subresource )
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ Subresource = subresource;
+ }
+ operator const D3D12_TILED_RESOURCE_COORDINATE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE
+{
+ CD3DX12_TILE_REGION_SIZE()
+ {}
+ explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE &o) :
+ D3D12_TILE_REGION_SIZE(o)
+ {}
+ CD3DX12_TILE_REGION_SIZE(
+ UINT numTiles,
+ BOOL useBox,
+ UINT width,
+ UINT16 height,
+ UINT16 depth )
+ {
+ NumTiles = numTiles;
+ UseBox = useBox;
+ Width = width;
+ Height = height;
+ Depth = depth;
+ }
+ operator const D3D12_TILE_REGION_SIZE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING
+{
+ CD3DX12_SUBRESOURCE_TILING()
+ {}
+ explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING &o) :
+ D3D12_SUBRESOURCE_TILING(o)
+ {}
+ CD3DX12_SUBRESOURCE_TILING(
+ UINT widthInTiles,
+ UINT16 heightInTiles,
+ UINT16 depthInTiles,
+ UINT startTileIndexInOverallResource )
+ {
+ WidthInTiles = widthInTiles;
+ HeightInTiles = heightInTiles;
+ DepthInTiles = depthInTiles;
+ StartTileIndexInOverallResource = startTileIndexInOverallResource;
+ }
+ operator const D3D12_SUBRESOURCE_TILING&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE
+{
+ CD3DX12_TILE_SHAPE()
+ {}
+ explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE &o) :
+ D3D12_TILE_SHAPE(o)
+ {}
+ CD3DX12_TILE_SHAPE(
+ UINT widthInTexels,
+ UINT heightInTexels,
+ UINT depthInTexels )
+ {
+ WidthInTexels = widthInTexels;
+ HeightInTexels = heightInTexels;
+ DepthInTexels = depthInTexels;
+ }
+ operator const D3D12_TILE_SHAPE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
+{
+ CD3DX12_RESOURCE_BARRIER()
+ {}
+ explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER &o) :
+ D3D12_RESOURCE_BARRIER(o)
+ {}
+ static inline CD3DX12_RESOURCE_BARRIER Transition(
+ _In_ ID3D12Resource* pResource,
+ D3D12_RESOURCE_STATES stateBefore,
+ D3D12_RESOURCE_STATES stateAfter,
+ UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
+ D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ result.Flags = flags;
+ barrier.Transition.pResource = pResource;
+ barrier.Transition.StateBefore = stateBefore;
+ barrier.Transition.StateAfter = stateAfter;
+ barrier.Transition.Subresource = subresource;
+ return result;
+ }
+ static inline CD3DX12_RESOURCE_BARRIER Aliasing(
+ _In_ ID3D12Resource* pResourceBefore,
+ _In_ ID3D12Resource* pResourceAfter)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
+ barrier.Aliasing.pResourceBefore = pResourceBefore;
+ barrier.Aliasing.pResourceAfter = pResourceAfter;
+ return result;
+ }
+ static inline CD3DX12_RESOURCE_BARRIER UAV(
+ _In_ ID3D12Resource* pResource)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
+ barrier.UAV.pResource = pResource;
+ return result;
+ }
+ operator const D3D12_RESOURCE_BARRIER&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO
+{
+ CD3DX12_PACKED_MIP_INFO()
+ {}
+ explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO &o) :
+ D3D12_PACKED_MIP_INFO(o)
+ {}
+ CD3DX12_PACKED_MIP_INFO(
+ UINT8 numStandardMips,
+ UINT8 numPackedMips,
+ UINT numTilesForPackedMips,
+ UINT startTileIndexInOverallResource )
+ {
+ NumStandardMips = numStandardMips;
+ NumPackedMips = numPackedMips;
+ NumTilesForPackedMips = numTilesForPackedMips;
+ StartTileIndexInOverallResource = startTileIndexInOverallResource;
+ }
+ operator const D3D12_PACKED_MIP_INFO&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT
+{
+ CD3DX12_SUBRESOURCE_FOOTPRINT()
+ {}
+ explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT &o) :
+ D3D12_SUBRESOURCE_FOOTPRINT(o)
+ {}
+ CD3DX12_SUBRESOURCE_FOOTPRINT(
+ DXGI_FORMAT format,
+ UINT width,
+ UINT height,
+ UINT depth,
+ UINT rowPitch )
+ {
+ Format = format;
+ Width = width;
+ Height = height;
+ Depth = depth;
+ RowPitch = rowPitch;
+ }
+ explicit CD3DX12_SUBRESOURCE_FOOTPRINT(
+ const D3D12_RESOURCE_DESC& resDesc,
+ UINT rowPitch )
+ {
+ Format = resDesc.Format;
+ Width = UINT( resDesc.Width );
+ Height = resDesc.Height;
+ Depth = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1);
+ RowPitch = rowPitch;
+ }
+ operator const D3D12_SUBRESOURCE_FOOTPRINT&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
+{
+ CD3DX12_TEXTURE_COPY_LOCATION()
+ {}
+ explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) :
+ D3D12_TEXTURE_COPY_LOCATION(o)
+ {}
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes) { pResource = pRes; }
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint)
+ {
+ pResource = pRes;
+ Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ PlacedFootprint = Footprint;
+ }
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, UINT Sub)
+ {
+ pResource = pRes;
+ Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ SubresourceIndex = Sub;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE
+{
+ CD3DX12_DESCRIPTOR_RANGE() { }
+ explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE &o) :
+ D3D12_DESCRIPTOR_RANGE(o)
+ {}
+ CD3DX12_DESCRIPTOR_RANGE(
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
+ }
+
+ inline void Init(
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_DESCRIPTOR_RANGE &range,
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ range.RangeType = rangeType;
+ range.NumDescriptors = numDescriptors;
+ range.BaseShaderRegister = baseShaderRegister;
+ range.RegisterSpace = registerSpace;
+ range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE
+{
+ CD3DX12_ROOT_DESCRIPTOR_TABLE() {}
+ explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE &o) :
+ D3D12_ROOT_DESCRIPTOR_TABLE(o)
+ {}
+ CD3DX12_ROOT_DESCRIPTOR_TABLE(
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ Init(numDescriptorRanges, _pDescriptorRanges);
+ }
+
+ inline void Init(
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ Init(*this, numDescriptorRanges, _pDescriptorRanges);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_DESCRIPTOR_TABLE &rootDescriptorTable,
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges;
+ rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS
+{
+ CD3DX12_ROOT_CONSTANTS() {}
+ explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS &o) :
+ D3D12_ROOT_CONSTANTS(o)
+ {}
+ CD3DX12_ROOT_CONSTANTS(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(num32BitValues, shaderRegister, registerSpace);
+ }
+
+ inline void Init(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(*this, num32BitValues, shaderRegister, registerSpace);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_CONSTANTS &rootConstants,
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ rootConstants.Num32BitValues = num32BitValues;
+ rootConstants.ShaderRegister = shaderRegister;
+ rootConstants.RegisterSpace = registerSpace;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR
+{
+ CD3DX12_ROOT_DESCRIPTOR() {}
+ explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR &o) :
+ D3D12_ROOT_DESCRIPTOR(o)
+ {}
+ CD3DX12_ROOT_DESCRIPTOR(
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(shaderRegister, registerSpace);
+ }
+
+ inline void Init(
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(*this, shaderRegister, registerSpace);
+ }
+
+ static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR &table, UINT shaderRegister, UINT registerSpace = 0)
+ {
+ table.ShaderRegister = shaderRegister;
+ table.RegisterSpace = registerSpace;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER
+{
+ CD3DX12_ROOT_PARAMETER() {}
+ explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o) :
+ D3D12_ROOT_PARAMETER(o)
+ {}
+
+ static inline void InitAsDescriptorTable(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT numDescriptorRanges,
+ _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges);
+ }
+
+ static inline void InitAsConstants(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsConstantBufferView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsShaderResourceView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsUnorderedAccessView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ inline void InitAsDescriptorTable(
+ UINT numDescriptorRanges,
+ _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility);
+ }
+
+ inline void InitAsConstants(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsConstantBufferView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsShaderResourceView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsUnorderedAccessView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility);
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
+{
+ CD3DX12_STATIC_SAMPLER_DESC() {}
+ explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o) :
+ D3D12_STATIC_SAMPLER_DESC(o)
+ {}
+ CD3DX12_STATIC_SAMPLER_DESC(
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ Init(
+ shaderRegister,
+ filter,
+ addressU,
+ addressV,
+ addressW,
+ mipLODBias,
+ maxAnisotropy,
+ comparisonFunc,
+ borderColor,
+ minLOD,
+ maxLOD,
+ shaderVisibility,
+ registerSpace);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc,
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ samplerDesc.ShaderRegister = shaderRegister;
+ samplerDesc.Filter = filter;
+ samplerDesc.AddressU = addressU;
+ samplerDesc.AddressV = addressV;
+ samplerDesc.AddressW = addressW;
+ samplerDesc.MipLODBias = mipLODBias;
+ samplerDesc.MaxAnisotropy = maxAnisotropy;
+ samplerDesc.ComparisonFunc = comparisonFunc;
+ samplerDesc.BorderColor = borderColor;
+ samplerDesc.MinLOD = minLOD;
+ samplerDesc.MaxLOD = maxLOD;
+ samplerDesc.ShaderVisibility = shaderVisibility;
+ samplerDesc.RegisterSpace = registerSpace;
+ }
+ inline void Init(
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ Init(
+ *this,
+ shaderRegister,
+ filter,
+ addressU,
+ addressV,
+ addressW,
+ mipLODBias,
+ maxAnisotropy,
+ comparisonFunc,
+ borderColor,
+ minLOD,
+ maxLOD,
+ shaderVisibility,
+ registerSpace);
+ }
+
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
+{
+ CD3DX12_ROOT_SIGNATURE_DESC() {}
+ explicit CD3DX12_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC &o) :
+ D3D12_ROOT_SIGNATURE_DESC(o)
+ {}
+ CD3DX12_ROOT_SIGNATURE_DESC(
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ Init(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
+ }
+ CD3DX12_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT)
+ {
+ Init(0, NULL, 0, NULL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
+ }
+
+ inline void Init(
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ Init(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_SIGNATURE_DESC &desc,
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ desc.NumParameters = numParameters;
+ desc.pParameters = _pParameters;
+ desc.NumStaticSamplers = numStaticSamplers;
+ desc.pStaticSamplers = _pStaticSamplers;
+ desc.Flags = flags;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_CPU_DESCRIPTOR_HANDLE : public D3D12_CPU_DESCRIPTOR_HANDLE
+{
+ CD3DX12_CPU_DESCRIPTOR_HANDLE() {}
+ explicit CD3DX12_CPU_DESCRIPTOR_HANDLE(const D3D12_CPU_DESCRIPTOR_HANDLE &o) :
+ D3D12_CPU_DESCRIPTOR_HANDLE(o)
+ {}
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(other, offsetScaledByIncrementSize);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ ptr += offsetInDescriptors * descriptorIncrementSize;
+ return *this;
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
+ {
+ ptr += offsetScaledByIncrementSize;
+ return *this;
+ }
+ bool operator==(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr == other.ptr);
+ }
+ bool operator!=(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr != other.ptr);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE &operator=(const D3D12_CPU_DESCRIPTOR_HANDLE &other)
+ {
+ ptr = other.ptr;
+ return *this;
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetScaledByIncrementSize);
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetScaledByIncrementSize;
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_GPU_DESCRIPTOR_HANDLE : public D3D12_GPU_DESCRIPTOR_HANDLE
+{
+ CD3DX12_GPU_DESCRIPTOR_HANDLE() {}
+ explicit CD3DX12_GPU_DESCRIPTOR_HANDLE(const D3D12_GPU_DESCRIPTOR_HANDLE &o) :
+ D3D12_GPU_DESCRIPTOR_HANDLE(o)
+ {}
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(other, offsetScaledByIncrementSize);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ ptr += offsetInDescriptors * descriptorIncrementSize;
+ return *this;
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
+ {
+ ptr += offsetScaledByIncrementSize;
+ return *this;
+ }
+ inline bool operator==(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr == other.ptr);
+ }
+ inline bool operator!=(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr != other.ptr);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE &operator=(const D3D12_GPU_DESCRIPTOR_HANDLE &other)
+ {
+ ptr = other.ptr;
+ return *this;
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetScaledByIncrementSize);
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetScaledByIncrementSize;
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+inline UINT D3D12CalcSubresource( UINT MipSlice, UINT ArraySlice, UINT PlaneSlice, UINT MipLevels, UINT ArraySize )
+{
+ return MipSlice + ArraySlice * MipLevels + PlaneSlice * MipLevels * ArraySize;
+}
+
+//------------------------------------------------------------------------------------------------
+template <typename T, typename U, typename V>
+inline void D3D12DecomposeSubresource( UINT Subresource, UINT MipLevels, UINT ArraySize, _Out_ T& MipSlice, _Out_ U& ArraySlice, _Out_ V& PlaneSlice )
+{
+ MipSlice = static_cast<T>(Subresource % MipLevels);
+ ArraySlice = static_cast<U>((Subresource / MipLevels) % ArraySize);
+ PlaneSlice = static_cast<V>(Subresource / (MipLevels * ArraySize));
+}
+
+//------------------------------------------------------------------------------------------------
+inline UINT8 D3D12GetFormatPlaneCount(
+ _In_ ID3D12Device* pDevice,
+ DXGI_FORMAT Format
+ )
+{
+ D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {Format};
+ if (FAILED(pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo))))
+ {
+ return 0;
+ }
+ return formatInfo.PlaneCount;
+}
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
+{
+ CD3DX12_RESOURCE_DESC()
+ {}
+ explicit CD3DX12_RESOURCE_DESC( const D3D12_RESOURCE_DESC& o ) :
+ D3D12_RESOURCE_DESC( o )
+ {}
+ CD3DX12_RESOURCE_DESC(
+ D3D12_RESOURCE_DIMENSION dimension,
+ UINT64 alignment,
+ UINT64 width,
+ UINT height,
+ UINT16 depthOrArraySize,
+ UINT16 mipLevels,
+ DXGI_FORMAT format,
+ UINT sampleCount,
+ UINT sampleQuality,
+ D3D12_TEXTURE_LAYOUT layout,
+ D3D12_RESOURCE_FLAGS flags )
+ {
+ Dimension = dimension;
+ Alignment = alignment;
+ Width = width;
+ Height = height;
+ DepthOrArraySize = depthOrArraySize;
+ MipLevels = mipLevels;
+ Format = format;
+ SampleDesc.Count = sampleCount;
+ SampleDesc.Quality = sampleQuality;
+ Layout = layout;
+ Flags = flags;
+ }
+ static inline CD3DX12_RESOURCE_DESC Buffer(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, resAllocInfo.Alignment, resAllocInfo.SizeInBytes,
+ 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Buffer(
+ UINT64 width,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex1D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT16 arraySize = 1,
+ UINT16 mipLevels = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE1D, alignment, width, 1, arraySize,
+ mipLevels, format, 1, 0, layout, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex2D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT height,
+ UINT16 arraySize = 1,
+ UINT16 mipLevels = 0,
+ UINT sampleCount = 1,
+ UINT sampleQuality = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, arraySize,
+ mipLevels, format, sampleCount, sampleQuality, layout, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex3D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT height,
+ UINT16 depth,
+ UINT16 mipLevels = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE3D, alignment, width, height, depth,
+ mipLevels, format, 1, 0, layout, flags );
+ }
+ inline UINT16 Depth() const
+ { return (Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
+ inline UINT16 ArraySize() const
+ { return (Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
+ inline UINT8 PlaneCount(_In_ ID3D12Device* pDevice) const
+ { return D3D12GetFormatPlaneCount(pDevice, Format); }
+ inline UINT Subresources(_In_ ID3D12Device* pDevice) const
+ { return MipLevels * ArraySize() * PlaneCount(pDevice); }
+ inline UINT CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice)
+ { return D3D12CalcSubresource(MipSlice, ArraySlice, PlaneSlice, MipLevels, ArraySize()); }
+ operator const D3D12_RESOURCE_DESC&() const { return *this; }
+};
+inline bool operator==( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
+{
+ return l.Dimension == r.Dimension &&
+ l.Alignment == r.Alignment &&
+ l.Width == r.Width &&
+ l.Height == r.Height &&
+ l.DepthOrArraySize == r.DepthOrArraySize &&
+ l.MipLevels == r.MipLevels &&
+ l.Format == r.Format &&
+ l.SampleDesc.Count == r.SampleDesc.Count &&
+ l.SampleDesc.Quality == r.SampleDesc.Quality &&
+ l.Layout == r.Layout &&
+ l.Flags == r.Flags;
+}
+inline bool operator!=( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+// Row-by-row memcpy
+inline void MemcpySubresource(
+ _In_ const D3D12_MEMCPY_DEST* pDest,
+ _In_ const D3D12_SUBRESOURCE_DATA* pSrc,
+ SIZE_T RowSizeInBytes,
+ UINT NumRows,
+ UINT NumSlices)
+{
+ for (UINT z = 0; z < NumSlices; ++z)
+ {
+ BYTE* pDestSlice = reinterpret_cast<BYTE*>(pDest->pData) + pDest->SlicePitch * z;
+ const BYTE* pSrcSlice = reinterpret_cast<const BYTE*>(pSrc->pData) + pSrc->SlicePitch * z;
+ for (UINT y = 0; y < NumRows; ++y)
+ {
+ memcpy(pDestSlice + pDest->RowPitch * y,
+ pSrcSlice + pSrc->RowPitch * y,
+ RowSizeInBytes);
+ }
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+// Returns required size of a buffer to be used for data upload
+inline UINT64 GetRequiredIntermediateSize(
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources)
+{
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ UINT64 RequiredSize = 0;
+
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, 0, nullptr, nullptr, nullptr, &RequiredSize);
+ pDevice->Release();
+
+ return RequiredSize;
+}
+
+//------------------------------------------------------------------------------------------------
+// All arrays must be populated (e.g. by calling GetCopyableFootprints)
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
+ UINT64 RequiredSize,
+ _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
+ _In_reads_(NumSubresources) const UINT* pNumRows,
+ _In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
+ _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ // Minor validation
+ D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
+ D3D12_RESOURCE_DESC DestinationDesc = pDestinationResource->GetDesc();
+ if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
+ IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
+ RequiredSize > (SIZE_T)-1 ||
+ (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
+ (FirstSubresource != 0 || NumSubresources != 1)))
+ {
+ return 0;
+ }
+
+ BYTE* pData;
+ HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
+ if (FAILED(hr))
+ {
+ return 0;
+ }
+
+ for (UINT i = 0; i < NumSubresources; ++i)
+ {
+ if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
+ D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
+ MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
+ }
+ pIntermediate->Unmap(0, NULL);
+
+ if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
+ {
+ CD3DX12_BOX SrcBox( UINT( pLayouts[0].Offset ), UINT( pLayouts[0].Offset + pLayouts[0].Footprint.Width ) );
+ pCmdList->CopyBufferRegion(
+ pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
+ }
+ else
+ {
+ for (UINT i = 0; i < NumSubresources; ++i)
+ {
+ CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
+ CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
+ pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
+ }
+ }
+ return RequiredSize;
+}
+
+//------------------------------------------------------------------------------------------------
+// Heap-allocating UpdateSubresources implementation
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ UINT64 IntermediateOffset,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
+ _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ UINT64 RequiredSize = 0;
+ UINT64 MemToAlloc = static_cast<UINT64>(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources;
+ if (MemToAlloc > SIZE_MAX)
+ {
+ return 0;
+ }
+ void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast<SIZE_T>(MemToAlloc));
+ if (pMem == NULL)
+ {
+ return 0;
+ }
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts = reinterpret_cast<D3D12_PLACED_SUBRESOURCE_FOOTPRINT*>(pMem);
+ UINT64* pRowSizesInBytes = reinterpret_cast<UINT64*>(pLayouts + NumSubresources);
+ UINT* pNumRows = reinterpret_cast<UINT*>(pRowSizesInBytes + NumSubresources);
+
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize);
+ pDevice->Release();
+
+ UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);
+ HeapFree(GetProcessHeap(), 0, pMem);
+ return Result;
+}
+
+//------------------------------------------------------------------------------------------------
+// Stack-allocating UpdateSubresources implementation
+template <UINT MaxSubresources>
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ UINT64 IntermediateOffset,
+ _In_range_(0, MaxSubresources) UINT FirstSubresource,
+ _In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources,
+ _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ UINT64 RequiredSize = 0;
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
+ UINT NumRows[MaxSubresources];
+ UINT64 RowSizesInBytes[MaxSubresources];
+
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
+ pDevice->Release();
+
+ return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
+}
+
+//------------------------------------------------------------------------------------------------
+inline bool D3D12IsLayoutOpaque( D3D12_TEXTURE_LAYOUT Layout )
+{ return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; }
+
+//------------------------------------------------------------------------------------------------
+inline ID3D12CommandList * const * CommandListCast(ID3D12GraphicsCommandList * const * pp)
+{
+ // This cast is useful for passing strongly typed command list pointers into
+ // ExecuteCommandLists.
+ // This cast is valid as long as the const-ness is respected. D3D12 APIs do
+ // respect the const-ness of their arguments.
+ return reinterpret_cast<ID3D12CommandList * const *>(pp);
+}
+
+
+#endif // defined( __cplusplus )
+
+#endif //__D3DX12_H__
+
+
+
diff --git a/samples/D3D12/src/d3dx12p.h b/samples/D3D12/src/d3dx12p.h
new file mode 100644
index 0000000..40535a8
--- /dev/null
+++ b/samples/D3D12/src/d3dx12p.h
@@ -0,0 +1,1590 @@
+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (C) Microsoft Corporation. All Rights Reserved.
+//
+// File: d3dx12.h
+// Content: D3DX12 utility library
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3DX12_H__
+#define __D3DX12_H__
+
+#include "d3d12p.h"
+
+#if defined( __cplusplus )
+
+struct CD3DX12_DEFAULT {};
+extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT;
+
+//------------------------------------------------------------------------------------------------
+inline bool operator==( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
+{
+ return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
+ l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
+}
+
+//------------------------------------------------------------------------------------------------
+inline bool operator!=( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RECT : public D3D12_RECT
+{
+ CD3DX12_RECT()
+ {}
+ explicit CD3DX12_RECT( const D3D12_RECT& o ) :
+ D3D12_RECT( o )
+ {}
+ explicit CD3DX12_RECT(
+ LONG Left,
+ LONG Top,
+ LONG Right,
+ LONG Bottom )
+ {
+ left = Left;
+ top = Top;
+ right = Right;
+ bottom = Bottom;
+ }
+ ~CD3DX12_RECT() {}
+ operator const D3D12_RECT&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_BOX : public D3D12_BOX
+{
+ CD3DX12_BOX()
+ {}
+ explicit CD3DX12_BOX( const D3D12_BOX& o ) :
+ D3D12_BOX( o )
+ {}
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Right )
+ {
+ left = Left;
+ top = 0;
+ front = 0;
+ right = Right;
+ bottom = 1;
+ back = 1;
+ }
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Top,
+ LONG Right,
+ LONG Bottom )
+ {
+ left = Left;
+ top = Top;
+ front = 0;
+ right = Right;
+ bottom = Bottom;
+ back = 1;
+ }
+ explicit CD3DX12_BOX(
+ LONG Left,
+ LONG Top,
+ LONG Front,
+ LONG Right,
+ LONG Bottom,
+ LONG Back )
+ {
+ left = Left;
+ top = Top;
+ front = Front;
+ right = Right;
+ bottom = Bottom;
+ back = Back;
+ }
+ ~CD3DX12_BOX() {}
+ operator const D3D12_BOX&() const { return *this; }
+};
+inline bool operator==( const D3D12_BOX& l, const D3D12_BOX& r )
+{
+ return l.left == r.left && l.top == r.top && l.front == r.front &&
+ l.right == r.right && l.bottom == r.bottom && l.back == r.back;
+}
+inline bool operator!=( const D3D12_BOX& l, const D3D12_BOX& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
+{
+ CD3DX12_DEPTH_STENCIL_DESC()
+ {}
+ explicit CD3DX12_DEPTH_STENCIL_DESC( const D3D12_DEPTH_STENCIL_DESC& o ) :
+ D3D12_DEPTH_STENCIL_DESC( o )
+ {}
+ explicit CD3DX12_DEPTH_STENCIL_DESC( CD3DX12_DEFAULT )
+ {
+ DepthEnable = TRUE;
+ DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ DepthFunc = D3D12_COMPARISON_FUNC_LESS;
+ StencilEnable = FALSE;
+ StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
+ StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
+ const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
+ { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS };
+ FrontFace = defaultStencilOp;
+ BackFace = defaultStencilOp;
+ }
+ explicit CD3DX12_DEPTH_STENCIL_DESC(
+ BOOL depthEnable,
+ D3D12_DEPTH_WRITE_MASK depthWriteMask,
+ D3D12_COMPARISON_FUNC depthFunc,
+ BOOL stencilEnable,
+ UINT8 stencilReadMask,
+ UINT8 stencilWriteMask,
+ D3D12_STENCIL_OP frontStencilFailOp,
+ D3D12_STENCIL_OP frontStencilDepthFailOp,
+ D3D12_STENCIL_OP frontStencilPassOp,
+ D3D12_COMPARISON_FUNC frontStencilFunc,
+ D3D12_STENCIL_OP backStencilFailOp,
+ D3D12_STENCIL_OP backStencilDepthFailOp,
+ D3D12_STENCIL_OP backStencilPassOp,
+ D3D12_COMPARISON_FUNC backStencilFunc )
+ {
+ DepthEnable = depthEnable;
+ DepthWriteMask = depthWriteMask;
+ DepthFunc = depthFunc;
+ StencilEnable = stencilEnable;
+ StencilReadMask = stencilReadMask;
+ StencilWriteMask = stencilWriteMask;
+ FrontFace.StencilFailOp = frontStencilFailOp;
+ FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
+ FrontFace.StencilPassOp = frontStencilPassOp;
+ FrontFace.StencilFunc = frontStencilFunc;
+ BackFace.StencilFailOp = backStencilFailOp;
+ BackFace.StencilDepthFailOp = backStencilDepthFailOp;
+ BackFace.StencilPassOp = backStencilPassOp;
+ BackFace.StencilFunc = backStencilFunc;
+ }
+ ~CD3DX12_DEPTH_STENCIL_DESC() {}
+ operator const D3D12_DEPTH_STENCIL_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
+{
+ CD3DX12_BLEND_DESC()
+ {}
+ explicit CD3DX12_BLEND_DESC( const D3D12_BLEND_DESC& o ) :
+ D3D12_BLEND_DESC( o )
+ {}
+ explicit CD3DX12_BLEND_DESC( CD3DX12_DEFAULT )
+ {
+ AlphaToCoverageEnable = FALSE;
+ IndependentBlendEnable = FALSE;
+ const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
+ {
+ FALSE,FALSE,
+ D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
+ D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
+ D3D12_LOGIC_OP_NOOP,
+ D3D12_COLOR_WRITE_ENABLE_ALL,
+ };
+ for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+ RenderTarget[ i ] = defaultRenderTargetBlendDesc;
+ }
+ ~CD3DX12_BLEND_DESC() {}
+ operator const D3D12_BLEND_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
+{
+ CD3DX12_RASTERIZER_DESC()
+ {}
+ explicit CD3DX12_RASTERIZER_DESC( const D3D12_RASTERIZER_DESC& o ) :
+ D3D12_RASTERIZER_DESC( o )
+ {}
+ explicit CD3DX12_RASTERIZER_DESC( CD3DX12_DEFAULT )
+ {
+ FillMode = D3D12_FILL_MODE_SOLID;
+ CullMode = D3D12_CULL_MODE_BACK;
+ FrontCounterClockwise = FALSE;
+ DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ DepthClipEnable = TRUE;
+ MultisampleEnable = FALSE;
+ AntialiasedLineEnable = FALSE;
+ ForcedSampleCount = 0;
+ ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+ explicit CD3DX12_RASTERIZER_DESC(
+ D3D12_FILL_MODE fillMode,
+ D3D12_CULL_MODE cullMode,
+ BOOL frontCounterClockwise,
+ INT depthBias,
+ FLOAT depthBiasClamp,
+ FLOAT slopeScaledDepthBias,
+ BOOL depthClipEnable,
+ BOOL multisampleEnable,
+ BOOL antialiasedLineEnable,
+ UINT forcedSampleCount,
+ D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
+ {
+ FillMode = fillMode;
+ CullMode = cullMode;
+ FrontCounterClockwise = frontCounterClockwise;
+ DepthBias = depthBias;
+ DepthBiasClamp = depthBiasClamp;
+ SlopeScaledDepthBias = slopeScaledDepthBias;
+ DepthClipEnable = depthClipEnable;
+ MultisampleEnable = multisampleEnable;
+ AntialiasedLineEnable = antialiasedLineEnable;
+ ForcedSampleCount = forcedSampleCount;
+ ConservativeRaster = conservativeRaster;
+ }
+ ~CD3DX12_RASTERIZER_DESC() {}
+ operator const D3D12_RASTERIZER_DESC&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO
+{
+ CD3DX12_RESOURCE_ALLOCATION_INFO()
+ {}
+ explicit CD3DX12_RESOURCE_ALLOCATION_INFO( const D3D12_RESOURCE_ALLOCATION_INFO& o ) :
+ D3D12_RESOURCE_ALLOCATION_INFO( o )
+ {}
+ CD3DX12_RESOURCE_ALLOCATION_INFO(
+ UINT64 size,
+ UINT64 alignment )
+ {
+ SizeInBytes = size;
+ Alignment = alignment;
+ }
+ operator const D3D12_RESOURCE_ALLOCATION_INFO&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
+{
+ CD3DX12_HEAP_PROPERTIES()
+ {}
+ explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES &o) :
+ D3D12_HEAP_PROPERTIES(o)
+ {}
+ CD3DX12_HEAP_PROPERTIES(
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ UINT creationNodeMask = 1,
+ UINT nodeMask = 1 )
+ {
+ Type = D3D12_HEAP_TYPE_CUSTOM;
+ CPUPageProperty = cpuPageProperty;
+ MemoryPoolPreference = memoryPoolPreference;
+ CreationNodeMask = creationNodeMask;
+ VisibleNodeMask = nodeMask;
+ }
+ explicit CD3DX12_HEAP_PROPERTIES(
+ D3D12_HEAP_TYPE type,
+ UINT creationNodeMask = 1,
+ UINT nodeMask = 1 )
+ {
+ Type = type;
+ CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ CreationNodeMask = creationNodeMask;
+ VisibleNodeMask = nodeMask;
+ }
+ operator const D3D12_HEAP_PROPERTIES&() const { return *this; }
+ bool IsCPUAccessible() const
+ {
+ return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM &&
+ (CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK));
+ }
+};
+inline bool operator==( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
+{
+ return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty &&
+ l.MemoryPoolPreference == r.MemoryPoolPreference &&
+ l.CreationNodeMask == r.CreationNodeMask &&
+ l.VisibleNodeMask == r.VisibleNodeMask;
+}
+inline bool operator!=( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC
+{
+ CD3DX12_HEAP_DESC()
+ {}
+ explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC &o) :
+ D3D12_HEAP_DESC(o)
+ {}
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_HEAP_PROPERTIES properties,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = properties;
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_HEAP_TYPE type,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = CD3DX12_HEAP_PROPERTIES( type );
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ UINT64 size,
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ UINT64 alignment = 0,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = size;
+ Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
+ Alignment = alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_HEAP_PROPERTIES properties,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = properties;
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_HEAP_TYPE type,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = CD3DX12_HEAP_PROPERTIES( type );
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ CD3DX12_HEAP_DESC(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
+ D3D12_MEMORY_POOL memoryPoolPreference,
+ D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
+ {
+ SizeInBytes = resAllocInfo.SizeInBytes;
+ Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
+ Alignment = resAllocInfo.Alignment;
+ Flags = flags;
+ }
+ operator const D3D12_HEAP_DESC&() const { return *this; }
+ bool IsCPUAccessible() const
+ { return static_cast< const CD3DX12_HEAP_PROPERTIES* >( &Properties )->IsCPUAccessible(); }
+};
+inline bool operator==( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
+{
+ return l.SizeInBytes == r.SizeInBytes &&
+ l.Properties == r.Properties &&
+ l.Alignment == r.Alignment &&
+ l.Flags == r.Flags;
+}
+inline bool operator!=( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE
+{
+ CD3DX12_CLEAR_VALUE()
+ {}
+ explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE &o) :
+ D3D12_CLEAR_VALUE(o)
+ {}
+ CD3DX12_CLEAR_VALUE(
+ DXGI_FORMAT format,
+ const FLOAT color[4] )
+ {
+ Format = format;
+ memcpy( Color, color, sizeof( Color ) );
+ }
+ CD3DX12_CLEAR_VALUE(
+ DXGI_FORMAT format,
+ FLOAT depth,
+ UINT8 stencil )
+ {
+ Format = format;
+ /* Use memcpy to preserve NAN values */
+ memcpy( &DepthStencil.Depth, &depth, sizeof( depth ) );
+ DepthStencil.Stencil = stencil;
+ }
+ operator const D3D12_CLEAR_VALUE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RANGE : public D3D12_RANGE
+{
+ CD3DX12_RANGE()
+ {}
+ explicit CD3DX12_RANGE(const D3D12_RANGE &o) :
+ D3D12_RANGE(o)
+ {}
+ CD3DX12_RANGE(
+ SIZE_T begin,
+ SIZE_T end )
+ {
+ Begin = begin;
+ End = end;
+ }
+ operator const D3D12_RANGE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE
+{
+ CD3DX12_TILED_RESOURCE_COORDINATE()
+ {}
+ explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE &o) :
+ D3D12_TILED_RESOURCE_COORDINATE(o)
+ {}
+ CD3DX12_TILED_RESOURCE_COORDINATE(
+ UINT x,
+ UINT y,
+ UINT z,
+ UINT subresource )
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ Subresource = subresource;
+ }
+ operator const D3D12_TILED_RESOURCE_COORDINATE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE
+{
+ CD3DX12_TILE_REGION_SIZE()
+ {}
+ explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE &o) :
+ D3D12_TILE_REGION_SIZE(o)
+ {}
+ CD3DX12_TILE_REGION_SIZE(
+ UINT numTiles,
+ BOOL useBox,
+ UINT width,
+ UINT16 height,
+ UINT16 depth )
+ {
+ NumTiles = numTiles;
+ UseBox = useBox;
+ Width = width;
+ Height = height;
+ Depth = depth;
+ }
+ operator const D3D12_TILE_REGION_SIZE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING
+{
+ CD3DX12_SUBRESOURCE_TILING()
+ {}
+ explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING &o) :
+ D3D12_SUBRESOURCE_TILING(o)
+ {}
+ CD3DX12_SUBRESOURCE_TILING(
+ UINT widthInTiles,
+ UINT16 heightInTiles,
+ UINT16 depthInTiles,
+ UINT startTileIndexInOverallResource )
+ {
+ WidthInTiles = widthInTiles;
+ HeightInTiles = heightInTiles;
+ DepthInTiles = depthInTiles;
+ StartTileIndexInOverallResource = startTileIndexInOverallResource;
+ }
+ operator const D3D12_SUBRESOURCE_TILING&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE
+{
+ CD3DX12_TILE_SHAPE()
+ {}
+ explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE &o) :
+ D3D12_TILE_SHAPE(o)
+ {}
+ CD3DX12_TILE_SHAPE(
+ UINT widthInTexels,
+ UINT heightInTexels,
+ UINT depthInTexels )
+ {
+ WidthInTexels = widthInTexels;
+ HeightInTexels = heightInTexels;
+ DepthInTexels = depthInTexels;
+ }
+ operator const D3D12_TILE_SHAPE&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
+{
+ CD3DX12_RESOURCE_BARRIER()
+ {}
+ explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER &o) :
+ D3D12_RESOURCE_BARRIER(o)
+ {}
+ static inline CD3DX12_RESOURCE_BARRIER Transition(
+ _In_ ID3D12Resource* pResource,
+ D3D12_RESOURCE_STATES stateBefore,
+ D3D12_RESOURCE_STATES stateAfter,
+ UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
+ D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ result.Flags = flags;
+ barrier.Transition.pResource = pResource;
+ barrier.Transition.StateBefore = stateBefore;
+ barrier.Transition.StateAfter = stateAfter;
+ barrier.Transition.Subresource = subresource;
+ return result;
+ }
+ static inline CD3DX12_RESOURCE_BARRIER Aliasing(
+ _In_ ID3D12Resource* pResourceBefore,
+ _In_ ID3D12Resource* pResourceAfter)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
+ barrier.Aliasing.pResourceBefore = pResourceBefore;
+ barrier.Aliasing.pResourceAfter = pResourceAfter;
+ return result;
+ }
+ static inline CD3DX12_RESOURCE_BARRIER UAV(
+ _In_ ID3D12Resource* pResource)
+ {
+ CD3DX12_RESOURCE_BARRIER result;
+ ZeroMemory(&result, sizeof(result));
+ D3D12_RESOURCE_BARRIER &barrier = result;
+ result.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
+ barrier.UAV.pResource = pResource;
+ return result;
+ }
+ operator const D3D12_RESOURCE_BARRIER&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO
+{
+ CD3DX12_PACKED_MIP_INFO()
+ {}
+ explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO &o) :
+ D3D12_PACKED_MIP_INFO(o)
+ {}
+ CD3DX12_PACKED_MIP_INFO(
+ UINT8 numStandardMips,
+ UINT8 numPackedMips,
+ UINT numTilesForPackedMips,
+ UINT startTileIndexInOverallResource )
+ {
+ NumStandardMips = numStandardMips;
+ NumPackedMips = numPackedMips;
+ NumTilesForPackedMips = numTilesForPackedMips;
+ StartTileIndexInOverallResource = startTileIndexInOverallResource;
+ }
+ operator const D3D12_PACKED_MIP_INFO&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT
+{
+ CD3DX12_SUBRESOURCE_FOOTPRINT()
+ {}
+ explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT &o) :
+ D3D12_SUBRESOURCE_FOOTPRINT(o)
+ {}
+ CD3DX12_SUBRESOURCE_FOOTPRINT(
+ DXGI_FORMAT format,
+ UINT width,
+ UINT height,
+ UINT depth,
+ UINT rowPitch )
+ {
+ Format = format;
+ Width = width;
+ Height = height;
+ Depth = depth;
+ RowPitch = rowPitch;
+ }
+ explicit CD3DX12_SUBRESOURCE_FOOTPRINT(
+ const D3D12_RESOURCE_DESC& resDesc,
+ UINT rowPitch )
+ {
+ Format = resDesc.Format;
+ Width = UINT( resDesc.Width );
+ Height = resDesc.Height;
+ Depth = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1);
+ RowPitch = rowPitch;
+ }
+ operator const D3D12_SUBRESOURCE_FOOTPRINT&() const { return *this; }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
+{
+ CD3DX12_TEXTURE_COPY_LOCATION()
+ {}
+ explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) :
+ D3D12_TEXTURE_COPY_LOCATION(o)
+ {}
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes) { pResource = pRes; }
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint)
+ {
+ pResource = pRes;
+ Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ PlacedFootprint = Footprint;
+ }
+ CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, UINT Sub)
+ {
+ pResource = pRes;
+ Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ SubresourceIndex = Sub;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE
+{
+ CD3DX12_DESCRIPTOR_RANGE() { }
+ explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE &o) :
+ D3D12_DESCRIPTOR_RANGE(o)
+ {}
+ CD3DX12_DESCRIPTOR_RANGE(
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
+ }
+
+ inline void Init(
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_DESCRIPTOR_RANGE &range,
+ D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
+ UINT numDescriptors,
+ UINT baseShaderRegister,
+ UINT registerSpace = 0,
+ UINT offsetInDescriptorsFromTableStart =
+ D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
+ {
+ range.RangeType = rangeType;
+ range.NumDescriptors = numDescriptors;
+ range.BaseShaderRegister = baseShaderRegister;
+ range.RegisterSpace = registerSpace;
+ range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE
+{
+ CD3DX12_ROOT_DESCRIPTOR_TABLE() {}
+ explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE &o) :
+ D3D12_ROOT_DESCRIPTOR_TABLE(o)
+ {}
+ CD3DX12_ROOT_DESCRIPTOR_TABLE(
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ Init(numDescriptorRanges, _pDescriptorRanges);
+ }
+
+ inline void Init(
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ Init(*this, numDescriptorRanges, _pDescriptorRanges);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_DESCRIPTOR_TABLE &rootDescriptorTable,
+ UINT numDescriptorRanges,
+ _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
+ {
+ rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges;
+ rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS
+{
+ CD3DX12_ROOT_CONSTANTS() {}
+ explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS &o) :
+ D3D12_ROOT_CONSTANTS(o)
+ {}
+ CD3DX12_ROOT_CONSTANTS(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(num32BitValues, shaderRegister, registerSpace);
+ }
+
+ inline void Init(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(*this, num32BitValues, shaderRegister, registerSpace);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_CONSTANTS &rootConstants,
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ rootConstants.Num32BitValues = num32BitValues;
+ rootConstants.ShaderRegister = shaderRegister;
+ rootConstants.RegisterSpace = registerSpace;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR
+{
+ CD3DX12_ROOT_DESCRIPTOR() {}
+ explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR &o) :
+ D3D12_ROOT_DESCRIPTOR(o)
+ {}
+ CD3DX12_ROOT_DESCRIPTOR(
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(shaderRegister, registerSpace);
+ }
+
+ inline void Init(
+ UINT shaderRegister,
+ UINT registerSpace = 0)
+ {
+ Init(*this, shaderRegister, registerSpace);
+ }
+
+ static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR &table, UINT shaderRegister, UINT registerSpace = 0)
+ {
+ table.ShaderRegister = shaderRegister;
+ table.RegisterSpace = registerSpace;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER
+{
+ CD3DX12_ROOT_PARAMETER() {}
+ explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o) :
+ D3D12_ROOT_PARAMETER(o)
+ {}
+
+ static inline void InitAsDescriptorTable(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT numDescriptorRanges,
+ _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges);
+ }
+
+ static inline void InitAsConstants(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsConstantBufferView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsShaderResourceView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ static inline void InitAsUnorderedAccessView(
+ _Out_ D3D12_ROOT_PARAMETER &rootParam,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
+ rootParam.ShaderVisibility = visibility;
+ CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
+ }
+
+ inline void InitAsDescriptorTable(
+ UINT numDescriptorRanges,
+ _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility);
+ }
+
+ inline void InitAsConstants(
+ UINT num32BitValues,
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsConstantBufferView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsShaderResourceView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility);
+ }
+
+ inline void InitAsUnorderedAccessView(
+ UINT shaderRegister,
+ UINT registerSpace = 0,
+ D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
+ {
+ InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility);
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
+{
+ CD3DX12_STATIC_SAMPLER_DESC() {}
+ explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o) :
+ D3D12_STATIC_SAMPLER_DESC(o)
+ {}
+ CD3DX12_STATIC_SAMPLER_DESC(
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ Init(
+ shaderRegister,
+ filter,
+ addressU,
+ addressV,
+ addressW,
+ mipLODBias,
+ maxAnisotropy,
+ comparisonFunc,
+ borderColor,
+ minLOD,
+ maxLOD,
+ shaderVisibility,
+ registerSpace);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc,
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ samplerDesc.ShaderRegister = shaderRegister;
+ samplerDesc.Filter = filter;
+ samplerDesc.AddressU = addressU;
+ samplerDesc.AddressV = addressV;
+ samplerDesc.AddressW = addressW;
+ samplerDesc.MipLODBias = mipLODBias;
+ samplerDesc.MaxAnisotropy = maxAnisotropy;
+ samplerDesc.ComparisonFunc = comparisonFunc;
+ samplerDesc.BorderColor = borderColor;
+ samplerDesc.MinLOD = minLOD;
+ samplerDesc.MaxLOD = maxLOD;
+ samplerDesc.ShaderVisibility = shaderVisibility;
+ samplerDesc.RegisterSpace = registerSpace;
+ }
+ inline void Init(
+ UINT shaderRegister,
+ D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
+ D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
+ FLOAT mipLODBias = 0,
+ UINT maxAnisotropy = 16,
+ D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
+ D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
+ FLOAT minLOD = 0.f,
+ FLOAT maxLOD = D3D12_FLOAT32_MAX,
+ D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
+ UINT registerSpace = 0)
+ {
+ Init(
+ *this,
+ shaderRegister,
+ filter,
+ addressU,
+ addressV,
+ addressW,
+ mipLODBias,
+ maxAnisotropy,
+ comparisonFunc,
+ borderColor,
+ minLOD,
+ maxLOD,
+ shaderVisibility,
+ registerSpace);
+ }
+
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
+{
+ CD3DX12_ROOT_SIGNATURE_DESC() {}
+ explicit CD3DX12_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC &o) :
+ D3D12_ROOT_SIGNATURE_DESC(o)
+ {}
+ CD3DX12_ROOT_SIGNATURE_DESC(
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ Init(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
+ }
+ CD3DX12_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT)
+ {
+ Init(0, NULL, 0, NULL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
+ }
+
+ inline void Init(
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ Init(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
+ }
+
+ static inline void Init(
+ _Out_ D3D12_ROOT_SIGNATURE_DESC &desc,
+ UINT numParameters,
+ _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
+ UINT numStaticSamplers = 0,
+ _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
+ D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
+ {
+ desc.NumParameters = numParameters;
+ desc.pParameters = _pParameters;
+ desc.NumStaticSamplers = numStaticSamplers;
+ desc.pStaticSamplers = _pStaticSamplers;
+ desc.Flags = flags;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_CPU_DESCRIPTOR_HANDLE : public D3D12_CPU_DESCRIPTOR_HANDLE
+{
+ CD3DX12_CPU_DESCRIPTOR_HANDLE() {}
+ explicit CD3DX12_CPU_DESCRIPTOR_HANDLE(const D3D12_CPU_DESCRIPTOR_HANDLE &o) :
+ D3D12_CPU_DESCRIPTOR_HANDLE(o)
+ {}
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(other, offsetScaledByIncrementSize);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ ptr += offsetInDescriptors * descriptorIncrementSize;
+ return *this;
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
+ {
+ ptr += offsetScaledByIncrementSize;
+ return *this;
+ }
+ bool operator==(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr == other.ptr);
+ }
+ bool operator!=(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr != other.ptr);
+ }
+ CD3DX12_CPU_DESCRIPTOR_HANDLE &operator=(const D3D12_CPU_DESCRIPTOR_HANDLE &other)
+ {
+ ptr = other.ptr;
+ return *this;
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetScaledByIncrementSize);
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetScaledByIncrementSize;
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_GPU_DESCRIPTOR_HANDLE : public D3D12_GPU_DESCRIPTOR_HANDLE
+{
+ CD3DX12_GPU_DESCRIPTOR_HANDLE() {}
+ explicit CD3DX12_GPU_DESCRIPTOR_HANDLE(const D3D12_GPU_DESCRIPTOR_HANDLE &o) :
+ D3D12_GPU_DESCRIPTOR_HANDLE(o)
+ {}
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(other, offsetScaledByIncrementSize);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ ptr += offsetInDescriptors * descriptorIncrementSize;
+ return *this;
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
+ {
+ ptr += offsetScaledByIncrementSize;
+ return *this;
+ }
+ inline bool operator==(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr == other.ptr);
+ }
+ inline bool operator!=(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
+ {
+ return (ptr != other.ptr);
+ }
+ CD3DX12_GPU_DESCRIPTOR_HANDLE &operator=(const D3D12_GPU_DESCRIPTOR_HANDLE &other)
+ {
+ ptr = other.ptr;
+ return *this;
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetScaledByIncrementSize);
+ }
+
+ inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetScaledByIncrementSize;
+ }
+
+ static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
+ {
+ handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
+ }
+};
+
+//------------------------------------------------------------------------------------------------
+inline UINT D3D12CalcSubresource( UINT MipSlice, UINT ArraySlice, UINT PlaneSlice, UINT MipLevels, UINT ArraySize )
+{
+ return MipSlice + ArraySlice * MipLevels + PlaneSlice * MipLevels * ArraySize;
+}
+
+//------------------------------------------------------------------------------------------------
+template <typename T, typename U, typename V>
+inline void D3D12DecomposeSubresource( UINT Subresource, UINT MipLevels, UINT ArraySize, _Out_ T& MipSlice, _Out_ U& ArraySlice, _Out_ V& PlaneSlice )
+{
+ MipSlice = static_cast<T>(Subresource % MipLevels);
+ ArraySlice = static_cast<U>((Subresource / MipLevels) % ArraySize);
+ PlaneSlice = static_cast<V>(Subresource / (MipLevels * ArraySize));
+}
+
+//------------------------------------------------------------------------------------------------
+inline UINT8 D3D12GetFormatPlaneCount(
+ _In_ ID3D12Device* pDevice,
+ DXGI_FORMAT Format
+ )
+{
+ D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {Format};
+ if (FAILED(pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo))))
+ {
+ return 0;
+ }
+ return formatInfo.PlaneCount;
+}
+
+//------------------------------------------------------------------------------------------------
+struct CD3DX12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
+{
+ CD3DX12_RESOURCE_DESC()
+ {}
+ explicit CD3DX12_RESOURCE_DESC( const D3D12_RESOURCE_DESC& o ) :
+ D3D12_RESOURCE_DESC( o )
+ {}
+ CD3DX12_RESOURCE_DESC(
+ D3D12_RESOURCE_DIMENSION dimension,
+ UINT64 alignment,
+ UINT64 width,
+ UINT height,
+ UINT16 depthOrArraySize,
+ UINT16 mipLevels,
+ DXGI_FORMAT format,
+ UINT sampleCount,
+ UINT sampleQuality,
+ D3D12_TEXTURE_LAYOUT layout,
+ D3D12_RESOURCE_FLAGS flags )
+ {
+ Dimension = dimension;
+ Alignment = alignment;
+ Width = width;
+ Height = height;
+ DepthOrArraySize = depthOrArraySize;
+ MipLevels = mipLevels;
+ Format = format;
+ SampleDesc.Count = sampleCount;
+ SampleDesc.Quality = sampleQuality;
+ Layout = layout;
+ Flags = flags;
+ }
+ static inline CD3DX12_RESOURCE_DESC Buffer(
+ const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, resAllocInfo.Alignment, resAllocInfo.SizeInBytes,
+ 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Buffer(
+ UINT64 width,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex1D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT16 arraySize = 1,
+ UINT16 mipLevels = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE1D, alignment, width, 1, arraySize,
+ mipLevels, format, 1, 0, layout, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex2D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT height,
+ UINT16 arraySize = 1,
+ UINT16 mipLevels = 0,
+ UINT sampleCount = 1,
+ UINT sampleQuality = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, arraySize,
+ mipLevels, format, sampleCount, sampleQuality, layout, flags );
+ }
+ static inline CD3DX12_RESOURCE_DESC Tex3D(
+ DXGI_FORMAT format,
+ UINT64 width,
+ UINT height,
+ UINT16 depth,
+ UINT16 mipLevels = 0,
+ D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
+ D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
+ UINT64 alignment = 0 )
+ {
+ return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE3D, alignment, width, height, depth,
+ mipLevels, format, 1, 0, layout, flags );
+ }
+ inline UINT16 Depth() const
+ { return (Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
+ inline UINT16 ArraySize() const
+ { return (Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
+ inline UINT8 PlaneCount(_In_ ID3D12Device* pDevice) const
+ { return D3D12GetFormatPlaneCount(pDevice, Format); }
+ inline UINT Subresources(_In_ ID3D12Device* pDevice) const
+ { return MipLevels * ArraySize() * PlaneCount(pDevice); }
+ inline UINT CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice)
+ { return D3D12CalcSubresource(MipSlice, ArraySlice, PlaneSlice, MipLevels, ArraySize()); }
+ operator const D3D12_RESOURCE_DESC&() const { return *this; }
+};
+inline bool operator==( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
+{
+ return l.Dimension == r.Dimension &&
+ l.Alignment == r.Alignment &&
+ l.Width == r.Width &&
+ l.Height == r.Height &&
+ l.DepthOrArraySize == r.DepthOrArraySize &&
+ l.MipLevels == r.MipLevels &&
+ l.Format == r.Format &&
+ l.SampleDesc.Count == r.SampleDesc.Count &&
+ l.SampleDesc.Quality == r.SampleDesc.Quality &&
+ l.Layout == r.Layout &&
+ l.Flags == r.Flags;
+}
+inline bool operator!=( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
+{ return !( l == r ); }
+
+//------------------------------------------------------------------------------------------------
+// Row-by-row memcpy
+inline void MemcpySubresource(
+ _In_ const D3D12_MEMCPY_DEST* pDest,
+ _In_ const D3D12_SUBRESOURCE_DATA* pSrc,
+ SIZE_T RowSizeInBytes,
+ UINT NumRows,
+ UINT NumSlices)
+{
+ for (UINT z = 0; z < NumSlices; ++z)
+ {
+ BYTE* pDestSlice = reinterpret_cast<BYTE*>(pDest->pData) + pDest->SlicePitch * z;
+ const BYTE* pSrcSlice = reinterpret_cast<const BYTE*>(pSrc->pData) + pSrc->SlicePitch * z;
+ for (UINT y = 0; y < NumRows; ++y)
+ {
+ memcpy(pDestSlice + pDest->RowPitch * y,
+ pSrcSlice + pSrc->RowPitch * y,
+ RowSizeInBytes);
+ }
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+// Returns required size of a buffer to be used for data upload
+inline UINT64 GetRequiredIntermediateSize(
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources)
+{
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ UINT64 RequiredSize = 0;
+
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, 0, nullptr, nullptr, nullptr, &RequiredSize);
+ pDevice->Release();
+
+ return RequiredSize;
+}
+
+//------------------------------------------------------------------------------------------------
+// All arrays must be populated (e.g. by calling GetCopyableFootprints)
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
+ UINT64 RequiredSize,
+ _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
+ _In_reads_(NumSubresources) const UINT* pNumRows,
+ _In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
+ _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ // Minor validation
+ D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
+ D3D12_RESOURCE_DESC DestinationDesc = pDestinationResource->GetDesc();
+ if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
+ IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
+ RequiredSize > (SIZE_T)-1 ||
+ (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
+ (FirstSubresource != 0 || NumSubresources != 1)))
+ {
+ return 0;
+ }
+
+ BYTE* pData;
+ HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
+ if (FAILED(hr))
+ {
+ return 0;
+ }
+
+ for (UINT i = 0; i < NumSubresources; ++i)
+ {
+ if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
+ D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
+ MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
+ }
+ pIntermediate->Unmap(0, NULL);
+
+ if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
+ {
+ CD3DX12_BOX SrcBox( UINT( pLayouts[0].Offset ), UINT( pLayouts[0].Offset + pLayouts[0].Footprint.Width ) );
+ pCmdList->CopyBufferRegion(
+ pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
+ }
+ else
+ {
+ for (UINT i = 0; i < NumSubresources; ++i)
+ {
+ CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
+ CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
+ pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
+ }
+ }
+ return RequiredSize;
+}
+
+//------------------------------------------------------------------------------------------------
+// Heap-allocating UpdateSubresources implementation
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ UINT64 IntermediateOffset,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
+ _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
+ _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ UINT64 RequiredSize = 0;
+ UINT64 MemToAlloc = static_cast<UINT64>(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources;
+ if (MemToAlloc > SIZE_MAX)
+ {
+ return 0;
+ }
+ void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast<SIZE_T>(MemToAlloc));
+ if (pMem == NULL)
+ {
+ return 0;
+ }
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts = reinterpret_cast<D3D12_PLACED_SUBRESOURCE_FOOTPRINT*>(pMem);
+ UINT64* pRowSizesInBytes = reinterpret_cast<UINT64*>(pLayouts + NumSubresources);
+ UINT* pNumRows = reinterpret_cast<UINT*>(pRowSizesInBytes + NumSubresources);
+
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize);
+ pDevice->Release();
+
+ UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);
+ HeapFree(GetProcessHeap(), 0, pMem);
+ return Result;
+}
+
+//------------------------------------------------------------------------------------------------
+// Stack-allocating UpdateSubresources implementation
+template <UINT MaxSubresources>
+inline UINT64 UpdateSubresources(
+ _In_ ID3D12GraphicsCommandList* pCmdList,
+ _In_ ID3D12Resource* pDestinationResource,
+ _In_ ID3D12Resource* pIntermediate,
+ UINT64 IntermediateOffset,
+ _In_range_(0, MaxSubresources) UINT FirstSubresource,
+ _In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources,
+ _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
+{
+ UINT64 RequiredSize = 0;
+ D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
+ UINT NumRows[MaxSubresources];
+ UINT64 RowSizesInBytes[MaxSubresources];
+
+ D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
+ ID3D12Device* pDevice;
+ pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
+ pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
+ pDevice->Release();
+
+ return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
+}
+
+//------------------------------------------------------------------------------------------------
+inline bool D3D12IsLayoutOpaque( D3D12_TEXTURE_LAYOUT Layout )
+{ return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; }
+
+//------------------------------------------------------------------------------------------------
+inline ID3D12CommandList * const * CommandListCast(ID3D12GraphicsCommandList * const * pp)
+{
+ // This cast is useful for passing strongly typed command list pointers into
+ // ExecuteCommandLists.
+ // This cast is valid as long as the const-ness is respected. D3D12 APIs do
+ // respect the const-ness of their arguments.
+ return reinterpret_cast<ID3D12CommandList * const *>(pp);
+}
+
+//
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_RESOURCE_DIMENSION& val )
+{
+ switch( val )
+ {
+ case D3D12_RESOURCE_DIMENSION_UNKNOWN: return "D3D12_RESOURCE_DIMENSION_UNKNOWN";
+ case D3D12_RESOURCE_DIMENSION_BUFFER: return "D3D12_RESOURCE_DIMENSION_BUFFER";
+ case D3D12_RESOURCE_DIMENSION_TEXTURE1D: return "D3D12_RESOURCE_DIMENSION_TEXTURE1D";
+ case D3D12_RESOURCE_DIMENSION_TEXTURE2D: return "D3D12_RESOURCE_DIMENSION_TEXTURE2D";
+ case D3D12_RESOURCE_DIMENSION_TEXTURE3D: return "D3D12_RESOURCE_DIMENSION_TEXTURE3D";
+ case D3D12_RESOURCE_DIMENSION_MAX_VALID: return "D3D12_RESOURCE_DIMENSION_MAX_VALID";
+ default: return "Unrecognized";
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_TEXTURE_LAYOUT& val )
+{
+ switch( val )
+ {
+ case D3D12_TEXTURE_LAYOUT_UNKNOWN: return "D3D12_TEXTURE_LAYOUT_UNKNOWN";
+ case D3D12_TEXTURE_LAYOUT_ROW_MAJOR: return "D3D12_TEXTURE_LAYOUT_ROW_MAJOR";
+ case D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE: return "D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE";
+ case D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE: return "D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE";
+ default: return "Unrecognized";
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_RESOURCE_HEAP_TIER& val )
+{
+ switch( val )
+ {
+ case D3D12_RESOURCE_HEAP_TIER_1: return "D3D12_RESOURCE_HEAP_TIER_1";
+ case D3D12_RESOURCE_HEAP_TIER_2: return "D3D12_RESOURCE_HEAP_TIER_2";
+ default: return "Unrecognized";
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_HEAP_TYPE& val )
+{
+ switch( val )
+ {
+ case D3D12_HEAP_TYPE_UNKNOWN: return "D3D12_HEAP_TYPE_UNKNOWN";
+ case D3D12_HEAP_TYPE_DEFAULT: return "D3D12_HEAP_TYPE_DEFAULT";
+ case D3D12_HEAP_TYPE_UPLOAD: return "D3D12_HEAP_TYPE_UPLOAD";
+ case D3D12_HEAP_TYPE_READBACK: return "D3D12_HEAP_TYPE_READBACK";
+ case D3D12_HEAP_TYPE_CUSTOM: return "D3D12_HEAP_TYPE_CUSTOM";
+ case D3D12_HEAP_TYPE_MAX_VALID: return "D3D12_HEAP_TYPE_MAX_VALID";
+ default: return "Unrecognized";
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_CPU_PAGE_PROPERTY& val )
+{
+ switch( val )
+ {
+ case D3D12_CPU_PAGE_PROPERTY_UNKNOWN: return "D3D12_CPU_PAGE_PROPERTY_UNKNOWN";
+ case D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE: return "D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE";
+ case D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE: return "D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE";
+ case D3D12_CPU_PAGE_PROPERTY_WRITE_BACK: return "D3D12_CPU_PAGE_PROPERTY_WRITE_BACK";
+ case D3D12_CPU_PAGE_PROPERTY_MAX_VALID: return "D3D12_CPU_PAGE_PROPERTY_MAX_VALID";
+ default: return "Unrecognized";
+ }
+}
+
+//------------------------------------------------------------------------------------------------
+inline const char* D3D12ToStr( const D3D12_MEMORY_POOL& val )
+{
+ switch( val )
+ {
+ case D3D12_MEMORY_POOL_UNKNOWN: return "D3D12_MEMORY_POOL_UNKNOWN";
+ case D3D12_MEMORY_POOL_L0: return "D3D12_MEMORY_POOL_L0";
+ case D3D12_MEMORY_POOL_L1: return "D3D12_MEMORY_POOL_L1";
+ case D3D12_MEMORY_POOL_MAX_VALID: return "D3D12_MEMORY_POOL_MAX_VALID";
+ default: return "Unrecognized";
+ }
+}
+//
+
+#endif // defined( __cplusplus )
+
+#endif //__D3DX12_H__
+
+
+